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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.243 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77
78void
79display_motd (const object *op)
80{
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 return;
90
91 motd[0] = '\0';
92 size = 0;
93
94 while (fgets (buf, MAX_BUF, fp))
95 {
96 if (*buf == '#')
97 continue;
98
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102
103 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104 close_and_delete (fp, comp);
105}
106
107void
108send_rules (const object *op)
109{
110 char buf[MAX_BUF];
111 char rules[HUGE_BUF];
112 FILE *fp;
113 int comp;
114 int size;
115
116 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 return;
119
120 rules[0] = '\0';
121 size = 0;
122
123 while (fgets (buf, MAX_BUF, fp))
124 {
125 if (*buf == '#')
126 continue;
127
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133
134 strncat (rules + size, buf, HUGE_BUF - size);
135 size += strlen (buf);
136 }
137
138 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139 close_and_delete (fp, comp);
140}
141
142void
143send_news (const object *op)
144{
145 char buf[MAX_BUF];
146 char news[HUGE_BUF];
147 char subject[MAX_BUF];
148 FILE *fp;
149 int comp;
150 int size;
151
152 sprintf (buf, "%s/%s", settings.confdir, settings.news);
153 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154 return;
155
156 news[0] = '\0';
157 subject[0] = '\0';
158 size = 0;
159
160 while (fgets (buf, MAX_BUF, fp) != NULL)
161 {
162 if (*buf == '#')
163 continue;
164
165 if (*buf == '%')
166 { /* send one news */
167 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
169 strcpy (subject, buf + 1);
170 strip_endline (subject);
171 size = 0;
172 news[0] = '\0';
173 }
174 else
175 {
176 if (size + strlen (buf) >= HUGE_BUF)
177 {
178 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
179 break;
180 }
181 strncat (news + size, buf, HUGE_BUF - size);
182 size += strlen (buf);
183 }
184 }
185
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
188 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297}
298 39
299/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
300static void 41static void
301set_first_map (object *op) 42set_first_map (object *op)
302{ 43{
303 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
304 op->x = -1; 45 op->x = -1;
305 op->y = -1; 46 op->y = -1;
306 enter_exit (op, 0);
307} 47}
308 48
309/* Tries to add player on the connection passwd in ns. 49void
310 * All we can really get in this is some settings like host and display 50player::activate ()
311 * mode.
312 */
313
314int
315add_player (client *ns)
316{ 51{
317 player *p = new player; 52 if (active)
53 return;
318 54
319 p->ns = ns; 55 players.insert (this);
320 ns->pl = p; 56 ob->remove ();
321 57 ob->map = 0;
322 p->next = first_player; 58 ob->activate_recursive ();
323 first_player = p;
324
325 p = get_player (p);
326
327 set_first_map (p->ob);
328
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob); 60 add_friendly_object (ob);
331 send_rules (p->ob); 61}
332 send_news (p->ob);
333 display_motd (p->ob);
334 62
335 get_name (p->ob); 63void
336 64player::deactivate ()
65{
66 if (!active)
337 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);
338} 276}
339 277
340/* 278/*
341 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
344 */ 282 */
345archetype * 283static archetype *
346get_player_archetype (archetype *at) 284get_player_archetype (archetype *at)
347{ 285{
348 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);
349 293
350 for (;;) 294 for (;;)
351 { 295 {
352 if (at == NULL || at->next == NULL) 296 if (++i == archetypes.end ())
353 at = first_archetype; 297 i = archetypes.begin ();
354 else 298 else if (*i == at)
355 at = at->next; 299 cleanup ("not a single player archetype found");
356 300
357 if (at->clone.type == PLAYER) 301 if ((*i)->type == PLAYER)
358 return at; 302 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 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;
366} 324}
367 325
368object * 326object *
369get_nearest_player (object *mon) 327get_nearest_player (object *mon)
370{ 328{
371 object *op = NULL; 329 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 330 objectlink *ol;
374 unsigned lastdist; 331 unsigned lastdist;
375 rv_vector rv; 332 rv_vector rv;
376 333
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 335 {
379 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop.
383 */
384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
386 object *tmp = ol->ob;
387
388 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared.
390 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
392 ol = ol->next;
393 remove_friendly_object (tmp);
394 if (!ol)
395 return op;
396 }
397
398 /* Remove special check for player from this. First, it looks to cause
399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
400 * complicated method of state checking would be needed in any case -
401 * as it was, a clever player could type quit, and the function would
402 * skip them over while waiting for confirmation. Remove
403 * on_same_map check, as can_detect_enemy also does this
404 */
405 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
406 continue; 337 continue;
407 338
408 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
409 { 340 {
410 op = ol->ob; 341 op = ol->ob;
411 lastdist = rv.distance; 342 lastdist = rv.distance;
412 } 343 }
413 } 344 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 345
415 { 346 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 347 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 348 if (lastdist > rv.distance)
420 { 349 {
421 op = pl->ob; 350 op = pl->ob;
422 lastdist = rv.distance; 351 lastdist = rv.distance;
423 } 352 }
424 } 353
425 }
426#if 0 354#if 0
427 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)");
428#endif 356#endif
429 return op; 357 return op;
430} 358}
448 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 378 * is probably not a good thing.
451 */ 379 */
452#define MAX_SPACES 50 380#define MAX_SPACES 50
453
454 381
455/* 382/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 416 x = mon->x;
490 y = mon->y; 417 y = mon->y;
491 m = mon->map; 418 m = mon->map;
492 dir = rv.direction; 419 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 424 if (diff > max)
497 return 0; 425 return 0;
426
498 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
499 { 428 {
500 lastx = x; 429 lastx = x;
501 lasty = y; 430 lasty = y;
502 lastmap = m; 431 lastmap = m;
584 max--; 513 max--;
585 lastdir = dir; 514 lastdir = dir;
586 if (!firstdir) 515 if (!firstdir)
587 firstdir = dir; 516 firstdir = dir;
588 } 517 }
518
589 if (diff <= 1) 519 if (diff <= 1)
590 { 520 {
591 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 522 * headed toward player for entire distance.
593 */ 523 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 526 }
527
597 if (diff > max) 528 if (diff > max)
598 return 0; 529 return 0;
599 } 530 }
531
600 /* 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 */
601 if (!max) 533 if (!max)
602 return 0; 534 return 0;
603 535
604 return firstdir; 536 return firstdir;
605} 537}
606 538
607void 539void
608give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
609{ 541{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL) 542 if (pl->randomitems)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614 544
615 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
616 { 546 {
617 next = op->below; 547 next = op->below;
618 548
619 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
620 * 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
625 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions 556 * by this player due to race restrictions
627 */ 557 */
628 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
629 { 559 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
631 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
632 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
633 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
634 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))
635 { 567 {
636 op->destroy (); 568 op->destroy ();
637 continue; 569 continue;
638 } 570 }
639 } 571 }
640 572
641 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
642 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
643 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */ 576 */
647 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
648 { 578 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 { 581 {
657 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
659 continue; 585 break;
660 } 586 }
661 587
662 if (op->nrof > 1) 588 if (op->nrof > 1)
663 op->nrof = 1; 589 op->nrof = 1;
664 } 590 }
665 591
666 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670 594
671 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
672 * 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
673 * merged properly. 597 * merged properly.
674 */ 598 */
675 if (need_identify (op)) 599 if (need_identify (op))
676 { 600 {
677 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
680 } 604 }
605
681 if (op->type == SPELL) 606 if (op->type == SPELL)
682 { 607 {
683 op->destroy (); 608 op->destroy ();
684 continue; 609 continue;
685 } 610 }
687 { 612 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0; 614 op->stats.exp = 0;
690 op->level = 1; 615 op->level = 1;
691 } 616 }
692 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
696 620
697 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
698 link_player_skills (pl); 622 pl->contr->link_skills ();
699}
700
701void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783} 623}
784 624
785void 625void
786get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
787{ 627{
788 if (party == NULL) 628 if (party == NULL)
789 { 629 {
790 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);
791 return; 631 return;
792 } 632 }
633
793 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 638}
798 639
799
800/* 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. */
801int 641static int
802roll_stat (void) 642roll_stat (void)
803{ 643{
804 int a[4], i, j, k; 644 int a[4], i, j, k;
805 645
806 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
808 648
809 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 650 if (a[i] < k)
811 k = a[i], j = i; 651 k = a[i], j = i;
812 652
813 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 654 if (i != j)
816 k += a[i]; 655 k += a[i];
817 } 656
818 return k; 657 return k;
819} 658}
820 659
821void 660void
822roll_stats (object *op) 661object::roll_stats ()
823{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
824 int sum = 0; 667 int sum = 0;
825 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
827 670
828 do 671 if (sum >= 82 && sum <= 116)
672 break;
829 { 673 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 674
841 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 677
850 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
851 do 679 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 680
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 681 stats.exp = 0;
886 op->stats.ac = 0; 682 stats.ac = 0;
887 683
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
897} 696}
898 697
899void 698void
900Roll_Again (object *op) 699object::swap_stats (int a, int b)
901{ 700{
902 esrv_new_player (op->contr, 0); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 702
907void 703 for (int i = 0; i < NUM_STATS; ++i)
908Swap_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)
909{ 730{
910 signed char tmp;
911 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
912 732
913 if (op->contr->Swap_First == -1) 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str;
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf);
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 735}
1028 736
1029/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1033 * not the class. 741 * not the class.
1034 */ 742 */
1035 743void
1036int 744player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 745{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1053 748
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1055 if (tl) 750 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
1057 752
1058 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1060 755
1061 op->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1062 757
1063 if (op->msg) 758 if (ob->msg)
1064 op->msg = NULL; 759 ob->msg = 0;
1065 760
1066 /* We create this now because some of the unique maps will need it
1067 * to save here.
1068 */
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1070 make_path_to_file (buf);
1071
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 761 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op);
1079 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1080 fix_player (op); 765 ob->update_stats ();
1081 766
1082 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1083 * is one for this race 768 * is one for this race
1084 */ 769 */
1085 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1086 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1087 object *tmp;
1088 char mapname[MAX_BUF];
1089
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1091 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the
1097 * default initial map */
1098 tmp->destroy ();
1099 }
1100 else 772 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
774}
1102 775
1103 return 0; 776void
1104 } 777player::chargen_race_next ()
1105 778{
1106 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1108 */ 781 */
1109 782
1110 tmp_loop = 0; 783 do
1111 while (!tmp_loop)
1112 { 784 {
1113 shstr name = op->name; 785 shstr name = ob->name;
1114 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1115 787
1116 remove_statbonus (op); 788 ob->remove_statbonus ();
1117 op->remove (); 789 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
1120 op->instantiate (); 792 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1123 op->x = x; 795 ob->x = x;
1124 op->y = y; 796 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 800 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 801 }
802 while (!allowed_class (ob));
1131 803
1132 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 806 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 809 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144} 810}
1145 811
1146int 812static void
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193}
1194
1195void
1196flee_player (object *op) 813flee_player (object *op)
1197{ 814{
1198 int dir, diff; 815 int dir, diff;
1199 rv_vector rv; 816 rv_vector rv;
1200 817
1203 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1204 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1205 return; 822 return;
1206 } 823 }
1207 824
1208 if (op->enemy == NULL) 825 if (!op->enemy)
1209 { 826 {
1210 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1211 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1212 return; 829 return;
1213 } 830 }
1214 831
1215 /* Seen some crashes here. Since we don't store an
1216 * op->enemy_count, it is possible that something destroys the
1217 * actual enemy, and the object is recycled.
1218 */
1219 if (op->enemy->map == NULL)
1220 {
1221 CLEAR_FLAG (op, FLAG_SCARED);
1222 op->enemy = NULL;
1223 return;
1224 }
1225
1226 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 { 833 {
1228 op->enemy = NULL; 834 op->enemy = NULL;
1229 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1230 return; 836 return;
1233 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1234 840
1235 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1236 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1237 { 843 {
1238 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1239 845
1240 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)))
1241 return; 847 return;
1242 } 848 }
1243 849
1244 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 852 op->enemy = NULL;
1247} 853}
1248 854
1249
1250/* 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.
1251 * 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
1252 * stop. 857 * stop.
1253 */ 858 */
1254int 859int
1255check_pick (object *op) 860check_pick (object *op)
1256{ 861{
1257 object *tmp, *next; 862 object *tmp, *next;
1258 int stop = 0; 863 int stop = 0;
1259 int j, k, wvratio; 864 int wvratio;
1260 char putstring[128], tmpstr[16];
1261 865
1262 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1264 return 1; 868 return 1;
1265 869
1266 next = op->below; 870 next = op->below;
1267 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1268 /* 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
1269 * destroyed */ 876 * destroyed */
1270 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1271 { 878 {
1272 tmp = next; 879 tmp = next;
1273 next = tmp->below; 880 next = tmp->below;
1274 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1275 if (op->destroyed ()) 888 if (op->destroyed ())
1276 return 0; 889 return 0;
1277 890
1278 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1279 continue; 892 continue;
1280 893
1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282 { 895 {
1283 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1284 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1285 continue; 899 continue;
1286 } 900 }
1287 901
1288 /* 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? */
1289 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1290 { 964 {
1291 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)
1292 { 1024 {
1293 case 0: 1025 CHK_PICK_PICKUP;
1294 return 1; /* don't pick up */ 1026 continue;
1295 case 1:
1296 pick_up (op, tmp);
1297 return 1;
1298 case 2:
1299 pick_up (op, tmp);
1300 return 0;
1301 case 3:
1302 return 0; /* stop before pickup */
1303 case 4:
1304 pick_up (op, tmp);
1305 break;
1306 case 5:
1307 pick_up (op, tmp);
1308 stop = 1;
1309 break;
1310 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 pick_up (op, tmp);
1313 break;
1314
1315 case 7:
1316 if (tmp->type == MONEY || tmp->type == GEM)
1317 pick_up (op, tmp);
1318 break;
1319
1320 default:
1321 /* use value density */
1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1324 pick_up (op, tmp);
1325 } 1027 }
1326 } 1028 }
1327 else 1029
1328 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1329 /* NEW pickup handling */
1330 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1331 { 1033 {
1332 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1333 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 }
1370 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for
1375 * example.
1376 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#>
1379 */
1380
1381 /* the first two modes are exclusive: if NOTHING we return, if
1382 * STOP then we stop. All the rest are applied sequentially,
1383 * meaning if any test passes, the item gets picked up. */
1384
1385 /* if mode is set to pick nothing up, return */
1386
1387 if (op->contr->mode & PU_NOTHING)
1388 return 1;
1389
1390 /* if mode is set to stop when encountering objects, return */
1391 /* take STOP before INHIBIT since it doesn't actually pick
1392 * anything up */
1393
1394 if (op->contr->mode & PU_STOP)
1395 return 0;
1396
1397 /* useful for going into stores and not losing your settings... */
1398 /* and for battles wher you don't want to get loaded down while
1399 * fighting */
1400 if (op->contr->mode & PU_INHIBIT)
1401 return 1;
1402
1403 /* prevent us from turning into auto-thieves :) */
1404 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405 continue; 1035 continue;
1036 }
1406 1037
1407 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1408 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;
1409 continue; 1043 continue;
1044 }
1410 1045
1411 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1412 /* 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
1413 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1414 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"))
1415 { 1117 {
1416 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1417 continue; 1119 continue;
1418 } 1120 }
1121 }
1419 1122
1123 /* misc stuff that's useful */
1420 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1421 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1422 { 1126 {
1423 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1424 continue; 1128 continue;
1425 } 1129 }
1426 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1427 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1428 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
1429 { 1138 */
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1434 /* spellbooks, skillscrolls and normal books/scrolls */
1435 if (op->contr->mode & PU_SPELLBOOK)
1436 if (tmp->type == SPELLBOOK)
1437 {
1438 pick_up (op, tmp);
1439 continue;
1440 }
1441
1442 if (op->contr->mode & PU_SKILLSCROLL)
1443 if (tmp->type == SKILLSCROLL)
1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1449 if (op->contr->mode & PU_READABLES)
1450 if (tmp->type == BOOK || tmp->type == SCROLL)
1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1456 /* wands/staves/rods/horns */
1457 if (op->contr->mode & PU_MAGIC_DEVICE)
1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1459 {
1460 pick_up (op, tmp);
1461 continue;
1462 }
1463
1464 /* pick up all magical items */
1465 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1466 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)
1467 {
1468 pick_up (op, tmp);
1469 continue;
1470 }
1471
1472 if (op->contr->mode & PU_VALUABLES)
1473 { 1141 {
1474 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1475 { 1145 {
1476 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1477 continue;
1478 } 1147 }
1479 }
1480
1481 /* rings & amulets - talismans seems to be typed AMULET */
1482 if (op->contr->mode & PU_JEWELS)
1483 if (tmp->type == RING || tmp->type == AMULET)
1484 {
1485 pick_up (op, tmp);
1486 continue;
1487 }
1488
1489 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1497 /* bows and arrows. Bows are good for selling! */
1498 if (op->contr->mode & PU_BOW)
1499 if (tmp->type == BOW)
1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1505 if (op->contr->mode & PU_ARROW)
1506 if (tmp->type == ARROW)
1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1512 /* all kinds of armor etc. */
1513 if (op->contr->mode & PU_ARMOUR)
1514 if (tmp->type == ARMOUR)
1515 {
1516 pick_up (op, tmp);
1517 continue;
1518 }
1519
1520 if (op->contr->mode & PU_HELMET)
1521 if (tmp->type == HELMET)
1522 {
1523 pick_up (op, tmp);
1524 continue;
1525 }
1526
1527 if (op->contr->mode & PU_SHIELD)
1528 if (tmp->type == SHIELD)
1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1534 if (op->contr->mode & PU_BOOTS)
1535 if (tmp->type == BOOTS)
1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1541 if (op->contr->mode & PU_GLOVES)
1542 if (tmp->type == GLOVES)
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 if (op->contr->mode & PU_CLOAK)
1549 if (tmp->type == CLOAK)
1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1555 /* hoping to catch throwing daggers here */
1556 if (op->contr->mode & PU_MISSILEWEAPON)
1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1562
1563 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON)
1565 {
1566 if (tmp->type == WEAPON && tmp->name != NULL)
1567 {
1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1574 }
1575
1576 if (tmp->type == WEAPON && tmp->name == NULL)
1577 {
1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1579 {
1580 pick_up (op, tmp);
1581 continue;
1582 }
1583 }
1584 }
1585
1586 /* misc stuff that's useful */
1587 if (op->contr->mode & PU_KEY)
1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593
1594 /* any of the last 4 bits set means we use the ratio for value
1595 * pickups */
1596 if (op->contr->mode & PU_RATIO)
1597 {
1598 /* use value density to decide what else to grab */
1599 /* >=7 was >= op->contr->mode */
1600 /* >=7 is the old standard setting. Now we take the last 4 bits
1601 * and multiply them by 5, giving 0..15*5== 5..75 */
1602 wvratio = (op->contr->mode & PU_RATIO) * 5;
1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1604 {
1605 pick_up (op, tmp);
1606#if 0
1607 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1608 if (tmp->name != NULL)
1609 {
1610 fprintf (stderr, "%s", tmp->name);
1611 }
1612 else 1148 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1615 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))));
1616#endif 1152#endif
1153 CHK_PICK_PICKUP;
1617 continue; 1154 continue;
1618 }
1619 } 1155 }
1620 } /* the new pickup model */ 1156 } /* the new pickup model */
1621 } 1157 }
1622 1158
1623 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;
1624} 1195}
1625 1196
1626/* 1197/*
1627 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1628 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1629 * found object is returned. 1200 * found object is returned.
1630 */ 1201 */
1631object * 1202static object *
1632find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1633{ 1204{
1634 object *tmp = NULL;
1635
1636 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 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);
1640 return op; 1214 return arrow;
1215 }
1216
1641 return tmp; 1217 return 0;
1642} 1218}
1643 1219
1644/* 1220/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1225 */
1650 1226static object *
1651object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1653{ 1228{
1654 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1656 1231
1657 if (!type) 1232 if (!type)
1661 { 1236 {
1662 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))
1663 { 1238 {
1664 i = 0; 1239 i = 0;
1665 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1666 if (i > betterby) 1242 if (i > betterby)
1667 { 1243 {
1668 tmp = ntmp; 1244 tmp = ntmp;
1669 betterby = i; 1245 betterby = i;
1670 } 1246 }
1671 } 1247 }
1672 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1673 { 1249 {
1674 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1676 { 1252 {
1677 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1678 { 1254 {
1679 *better = 100; 1255 *better = 100;
1680 return arrow; 1256 return arrow;
1688 else 1264 else
1689 { 1265 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1267 {
1692 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 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)
1695 { 1271 {
1696 tmp = arrow; 1272 tmp = arrow;
1697 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;
1698 } 1274 }
1699 } 1275 }
1276
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1278 {
1702 tmp = arrow; 1279 tmp = arrow;
1703 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1704 } 1281 }
1282
1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1706 { 1284 {
1707 tmp = arrow; 1285 tmp = arrow;
1708 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1709 } 1287 }
1710 } 1288 }
1711 } 1289 }
1712 } 1290 }
1291
1713 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1714 return find_arrow (op, type); 1293 return find_arrow (op, type);
1715 1294
1716 *better = betterby; 1295 *better = betterby;
1717 return tmp; 1296 return tmp;
1721 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1301 * op = the shooter
1723 * type = bow->race 1302 * type = bow->race
1724 * dir = fire direction 1303 * dir = fire direction
1725 */ 1304 */
1726 1305static object *
1727object *
1728pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1729{ 1307{
1730 object *tmp = NULL; 1308 object *tmp = NULL;
1731 maptile *m; 1309 maptile *m;
1732 int i, mflags, found, number; 1310 int i, mflags, found, number;
1733 sint16 x, y; 1311 sint16 x, y;
1748 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1749 { 1327 {
1750 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1751 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1752 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 { 1333 {
1755 tmp = NULL; 1334 tmp = 0;
1756 break; 1335 break;
1757 } 1336 }
1758 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)
1759 { 1338 {
1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1761 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1762 */ 1341 */
1763 tmp = NULL; 1342 tmp = 0;
1764 break; 1343 break;
1765 } 1344 }
1345
1766 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1767 {
1768 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)
1769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1770 {
1771 found++;
1772 break;
1773 }
1774 if (found)
1775 break; 1349 break;
1776 }
1777 } 1350 }
1778 if (tmp == NULL) 1351
1352 if (!tmp)
1779 return find_arrow (op, type); 1353 return find_arrow (op, type);
1780 1354
1781 if (tmp->head) 1355 if (tmp->head)
1782 tmp = tmp->head; 1356 tmp = tmp->head;
1783 1357
1796 */ 1370 */
1797int 1371int
1798fire_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)
1799{ 1373{
1800 object *left, *bow; 1374 object *left, *bow;
1801 int bowspeed, mflags; 1375 int mflags;
1802 maptile *m; 1376 maptile *m;
1803 1377
1804 if (!dir) 1378 if (!dir)
1805 { 1379 {
1806 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!");
1807 return 0; 1381 return 0;
1808 } 1382 }
1809 1383
1810 if (op->type == PLAYER) 1384 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1385 bow = op->current_weapon;
1812 else 1386 else
1813 { 1387 {
1814 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1815 /* 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
1816 * 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.
1821 if (!bow) 1395 if (!bow)
1822 { 1396 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1398 return 0;
1825 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1826 } 1403 }
1827 1404
1828 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1829 { 1406 {
1830 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);
1831 return 0; 1408 return 0;
1832 } 1409 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1410
1843 if (arrow == NULL) 1411 if (arrow == NULL)
1844 { 1412 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1414 {
1847 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1848 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);
1849 /* 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 */
1850 else 1418 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1852 return 0; 1421 return 0;
1853 } 1422 }
1854 } 1423 }
1855 1424
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 } 1433 }
1865 1434
1866 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1867 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1868 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1869 arrow->destroy (); 1439 arrow->destroy ();
1870 return 0; 1440 return 0;
1871 } 1441 }
1872 1442
1873 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1874 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1875 if (!arrow) 1445 if (!arrow)
1876 { 1446 {
1877 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);
1878 return 0; 1448 return 0;
1879 } 1449 }
1880 1450
1881 arrow->set_owner (op); 1451 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1453 arrow->direction = dir;
1885 arrow->x = sx; 1454
1886 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;
1887 1485
1888 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1889 { 1487 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1923 } 1495 }
1924 else 1496 else
1925 { 1497 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1498 arrow->level = op->level;
1928 } 1499 arrow->stats.wc -= bow->magic;
1929 1500
1930 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1931 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1932 1506
1933 if (bow->slaying) 1507 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1509
1936 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1513
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1941 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1942 1516
1943 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1518 move_arrow (arrow);
1945
1946 if (op->type == PLAYER)
1947 {
1948 if (left->destroyed ())
1949 esrv_del_item (op->contr, left->count);
1950 else
1951 esrv_send_item (op, left);
1952 }
1953 1519
1954 return 1; 1520 return 1;
1955} 1521}
1956 1522
1957/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1959 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1960 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1961 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1962 * hence the function name. 1528 * hence the function name.
1963 */ 1529 */
1964int 1530static int
1965player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1966{ 1532{
1967 int ret = 0, wcmod = 0; 1533 int ret;
1968 1534
1969 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1970 { 1536 {
1971 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);
1972 } 1538 }
1973 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)
1974 { 1540 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1976 wcmod = -1;
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1543 }
1979 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1980 { 1545 {
1981 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);
1982 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)]);
1983 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)]);
1984 } 1549 }
1985 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1551 {
1987 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);
1988 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);
1989 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);
1990
1991 } 1555 }
1992 else 1556 else
1993 { 1557 {
1994 /* Simple case */ 1558 /* Simple case */
1995 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);
1996 } 1560 }
1561
1997 return ret; 1562 return ret;
1998} 1563}
1999
2000 1564
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
2003 */ 1567 */
2004void 1568static void
2005fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
2006{ 1570{
2007 object *item; 1571 object *item = op->contr->ranged_ob;
2008 1572
2009 if (!op->contr->ranges[range_misc]) 1573 if (!item)
2010 { 1574 {
2011 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.");
2012 return; 1576 return;
2013 } 1577 }
2014 1578
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1579 if (!item->inv)
2017 { 1580 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1582 return;
2020 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2021 if (item->type == WAND) 1588 if (item->type == WAND)
2022 { 1589 {
2023 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2024 { 1591 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
2027 return; 1595 return;
2028 } 1596 }
2029 } 1597 }
2030 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2031 { 1599 {
2032 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))
2033 { 1605 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2035 if (item->type == ROD) 1608 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1610 else
2038 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
2039 return; 1613 return;
2040 } 1614 }
2041 } 1615 }
2042 1616
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2044 { 1618 {
2045 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
2046 if (item->type == WAND) 1621 if (item->type == WAND)
2047 { 1622 {
2048 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2049 { 1624 {
2050 object *tmp; 1625 object *tmp;
2051 1626
2052 if (item->arch) 1627 if (item->arch)
2053 { 1628 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2056 item->speed = 0; 1631 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1632 }
2059 if ((tmp = item->in_player ())) 1633
1634 if (object *pl = item->visible_to ())
2060 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2061 } 1636 }
2062 } 1637 }
2063 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1639 drain_rod_charge (item);
2066 }
2067 } 1640 }
2068} 1641}
2069 1642
2070/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2071 */ 1644 */
2072void 1645bool
2073fire (object *op, int dir) 1646fire (object *op, int dir)
2074{ 1647{
2075 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;
2076 1670
2077 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2079 make_visible (op); 1673 make_visible (op);
2080 1674
2081 switch (op->contr->shoottype) 1675 switch (ob->type)
2082 { 1676 {
2083 case range_none: 1677 case BOW:
2084 return;
2085
2086 case range_bow:
2087 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2088 return; 1679 break;
2089 1680
2090 case range_magic: /* Casting spells */ 1681 case SPELL:
2091 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);
2092 return; 1683 break;
2093 1684
2094 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:
2095 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2096 return; 1695 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1696 }
2124}
2125 1697
1698 return true;
1699}
2126 1700
2127 1701static object *
2128/* find_key
2129 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic
2132 * for both is the same - just the specific key is different.
2133 * pl is the player,
2134 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers.
2137 */
2138
2139object *
2140find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2141{ 1703{
2142 object *tmp, *key; 1704 object *tmp, *key;
2143 1705
2144 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1707 if (!container->inv)
2146 return NULL; 1708 return 0;
2147 1709
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1712 {
2151 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1714 break;
1715
2153 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2155 */ 1718 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1720 break;
2158 } 1721 }
1722
2159 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1726 * a key, return
2163 */ 1727 */
2164 if (!tmp) 1728 if (!tmp)
2165 { 1729 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 {
2168 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2172 return key; 1734 return key;
2173 } 1735
2174 }
2175 if (!tmp) 1736 if (!tmp)
2176 return NULL; 1737 return 0;
2177 } 1738 }
1739
2178 /* 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,
2179 * see if we actually want to use it 1741 * see if we actually want to use it
2180 */ 1742 */
2181 if (pl != container) 1743 if (pl != container)
2182 { 1744 {
2183 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2184 if (!pl->contr) 1746 if (!pl->contr)
2185 return NULL; 1747 return 0;
1748
2186 /* cases where this fails: 1749 /* cases where this fails:
2187 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2188 * are not in the players inventory. 1751 * are not in the players inventory.
2189 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2190 * containers can be used. 1753 * containers can be used.
2194 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2195 * 1758 *
2196 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2197 * all the others. 1760 * all the others.
2198 */ 1761 */
2199 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2200 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2202 { 1765 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1768 return NULL;
2206 } 1769 }
2207 } 1770 }
1771
2208 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);
2209} 1798}
2210 1799
2211/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2213 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2214 * 0 otherwise 1803 * 0 otherwise
2215 */ 1804 */
2216static int 1805static int
2217player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2218{ 1807{
2219 /* 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,
2220 * 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 -
2221 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2222 */ 1811 */
2223 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2224 1813
2225 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2226 if (key) 1815 if (key)
2227 { 1816 {
2228 object *container = key->env; 1817 object *container = key->env;
2229 1818
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2232 make_visible (op); 1820 make_visible (op);
1821
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2235 if (door->type == DOOR) 1825 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2240 { 1828 {
2241 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);
2242 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1831 }
1832
2244 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1835
2247 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container);
2249 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2250 } 1837 }
2251 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2252 { 1839 {
2253 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2254 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...");
2255 return 1; 1842 return 1;
2256 } 1843 }
1844
2257 return 0; 1845 return 0;
2258} 1846}
2259 1847
2260/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2265 */ 1853 */
2266void 1854bool
2267move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2268{ 1856{
2269 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2270 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2271 int on_battleground; 1863 int on_battleground;
2272 maptile *m;
2273 1864
2274 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2276 1867
2277 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2278 1872
2279 /* 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
2280 * 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
2281 * 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
2282 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2283 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2284 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2285 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses. 1880 * move_ob uses.
2287 */ 1881 */
2288 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;
2289 { 1897 }
2290 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;
2291 { 1910 }
2292 m = get_map_from_coord (op->map, &nx, &ny); 1911
2293 if (!m) 1912 /* The following deals with possibly attacking peaceful
2294 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;
2295 } 1945 }
2296 else 1946 else
2297 m = op->map;
2298
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 1947 return false;
2303 } 1948 }
2304 1949
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space
2310 */
2311 while (tmp)
2312 {
2313 if (tmp == op)
2314 {
2315 tmp = tmp->above;
2316 continue;
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp;
2322 break;
2323 }
2324
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */
2333
2334 if (mon->head)
2335 mon = mon->head;
2336
2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2338 if (player_attack_door (op, mon))
2339 return;
2340
2341 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them.
2347 */
2348
2349 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive.
2352 */
2353 if ((op->type == PLAYER)
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2358#else
2359 && mon->owner == op
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 {
2363 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced)
2365 return;
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op);
2370 return;
2371 }
2372
2373 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2375 * 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
2376 * attack them either. 1953 * attack them either.
2377 */ 1954 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2379 (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))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 1957 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2389 { 1962 {
1963 --op->speed_left;
1964
2390 if (!op->contr->braced) 1965 if (!op->contr->braced)
2391 { 1966 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2393 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2394 } 1969 }
2395 else 1970 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2397 1972
2398 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2399 make_visible (op); 1974 make_visible (op);
2400 }
2401 1975
1976 return true;
1977 }
1978 }
2402 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2403 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2404 */ 1981 */
2405 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)
2406 { 1985 {
1986 --op->speed_left;
1987
2407 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2409 make_visible (op); 1990 make_visible (op);
2410 }
2411 1991
1992 return true;
1993 }
1994 }
2412 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2413 * 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
2414 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2000 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2003 {
2422 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 2005 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2007
2435 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 2009
2451 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2452 make_visible (op); 2011 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2012
2457int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2458move_player (object *op, int dir) 2021move_player (object *op, int dir)
2459{ 2022{
2460 int pick;
2461
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2463 return 0; 2024 return 0;
2464 2025
2465 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2467 { 2028 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2030 return 0;
2470 } 2031 }
2471 2032
2472 /* peterm: added following line */ 2033 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2036
2476 op->facing = dir; 2037 op->facing = dir;
2477 2038
2478 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2479 do_hidden_move (op); 2040 do_hidden_move (op);
2480 2041
2042 bool retval;
2043 int pick = 0;
2044
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2046 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2484 fire (op, dir); 2048 retval = fire (op, dir);
2485 else 2049 else
2486 { 2050 {
2487 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2052 pick = check_pick (op);
2489 } 2053 }
2490 2054
2491 /* 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
2492 * server can handle repeat firing. 2056 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2065 * for players.
2502 */ 2066 */
2503 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2504 return 0; 2068
2069 return retval;
2505} 2070}
2506 2071
2507/* 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
2508 * new client/server stuff. 2073 * new client/server stuff.
2509 * 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
2510 * the new speed values for commands. 2075 * the new speed values for commands.
2511 * 2076 *
2512 * 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.
2513 */ 2080 */
2514int 2081bool
2515handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2516{ 2083{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2085 {
2539 flee_player (op); 2086 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2087 {
2543 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2544 return 0; 2091 return true;
2545 } 2092 }
2093 else
2094 return false;
2546 } 2095 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2096
2556 /* 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
2557 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2099 * called, so we recheck it here.
2559 */ 2100 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2101 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2102 return true;
2566 2103
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2106
2583 return 0; 2107 return false;
2584} 2108}
2585 2109
2586int 2110static int
2587save_life (object *op) 2111save_life (object *op)
2588{ 2112{
2589 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2590 return 0; 2114 return 0;
2591 2115
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 { 2118 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597
2598 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count);
2600 2121
2601 tmp->destroy (); 2122 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 2124
2604 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2606 2127
2607 if (op->stats.food < 0) 2128 if (op->stats.food < 0)
2608 op->stats.food = 999; 2129 op->stats.food = 999;
2609 2130
2610 fix_player (op); 2131 op->update_stats ();
2611 return 1; 2132 return 1;
2612 } 2133 }
2613 2134
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 return 0; 2138 return 0;
2618} 2139}
2619 2140
2620/* 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
2621 * 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
2622 * 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
2623 * from. 2144 * from.
2624 */ 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
2625void 2162void
2626remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2627{ 2164{
2628 object *next; 2165 if (!flag [FLAG_REMOVED])
2629 2166 ::drop_unpaid_items (inv, this);
2630 while (op)
2631 {
2632 next = op->below; /* Make sure we have a good value, in case
2633 * we remove object 'op'
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0);
2643 }
2644 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env);
2646
2647 op = next;
2648 }
2649} 2167}
2650
2651
2652/*
2653 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the
2656 * best, a misc file for object actions is probably better,
2657 * but there isn't one in the server directory.
2658 */
2659char *
2660gravestone_text (object *op)
2661{
2662 static char buf2[MAX_BUF];
2663 char buf[MAX_BUF];
2664 time_t now = time (NULL);
2665
2666 strcpy (buf2, " R.I.P.\n\n");
2667 if (op->type == PLAYER)
2668 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2669 else
2670 sprintf (buf, "%s\n", &op->name);
2671
2672 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf);
2674 if (op->type == PLAYER)
2675 sprintf (buf, "who was in level %d when killed\n", op->level);
2676 else
2677 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678
2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf);
2681 if (op->type == PLAYER)
2682 {
2683 sprintf (buf, "by %s.\n\n", op->contr->killer);
2684 strncat (buf2, " ", 21 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 }
2687
2688 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2689 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf);
2691
2692 return buf2;
2693}
2694
2695
2696 2168
2697void 2169void
2698do_some_living (object *op) 2170do_some_living (object *op)
2699{ 2171{
2700 int last_food = op->stats.food; 2172 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2178 int rate_grace = 2000;
2707 const int max_hp = 1; 2179 const int max_hp = 1;
2708 const int max_sp = 1; 2180 const int max_sp = 1;
2709 const int max_grace = 1; 2181 const int max_grace = 1;
2710 2182
2711 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
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--;
2712 { 2192 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2194 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2716 } 2200 }
2717 2201
2718 if (op->contr->ns->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2719 { 2203 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2206 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2208 else
2726 { 2209 {
2727 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2212 }
2213
2730 if (op->contr->gen_sp >= 0) 2214 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2216 else
2733 { 2217 {
2734 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2220 }
2221
2737 if (op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2224 else
2740 { 2225 {
2741 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2228 }
2744 2229
2745 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp++;
2752 /* dms do not consume food */
2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2754 {
2755 op->stats.food--;
2756 if (op->contr->digestion < 0)
2757 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 }
2787
2788 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2791 { 2233 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2794 if (max_grace > 1) 2237 if (max_grace > 1)
2795 { 2238 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2240 if (over_grace > 0)
2798 { 2241 {
2810 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);
2811 } 2254 }
2812 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2813 } 2256 }
2814 2257
2258 if (op->stats.food > 0)
2259 {
2815 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2816 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2817 {
2818 if (op->stats.hp < op->stats.maxhp)
2819 { 2262 {
2820 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2821 /* dms do not consume food */ 2264
2822 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2823 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2824 op->stats.food--; 2272 op->stats.food--;
2273
2825 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2826 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2829 } 2279 }
2830 } 2280
2831 if (max_hp > 1) 2281 if (max_sp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 { 2282 {
2836 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
2837 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);
2838 } 2301 }
2839 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)
2840 { 2310 {
2841 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 }
2842 } 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);
2843 } 2336 }
2844 else 2337 else
2845 {
2846 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);
2847 } 2339 }
2848 } 2340 }
2849 2341
2850 /* Digestion */ 2342 /* Digestion */
2851 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2852 { 2344 {
2853#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2347
2860 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2349
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864 /* dms do not consume food */ 2350 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2352 op->stats.food--;
2867 } 2353 }
2868 }
2869 2354
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2356 {
2872 object *tmp, *flesh = NULL; 2357 object *flesh = 0;
2873 2358
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2365 {
2880 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.>");
2881 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2371 break;
2884 } 2372 }
2885 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2886 flesh = tmp; 2374 flesh = tmp;
2887 } /* End if paid for object */ 2375 }
2888 } /* end of for loop */ 2376
2889 /* 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
2890 * eat flesh instead. 2378 * eat flesh instead.
2891 */ 2379 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2381 {
2894 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.>");
2895 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)
2896 } 2394 {
2897 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2898 2397
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2398 if (op->stats.hp < 0)
2900 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2901 2404
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2407 kill_player (op);
2408 }
2904} 2409}
2905
2906
2907 2410
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2414 * file.
2912 */ 2415 */
2913void 2416void
2914kill_player (object *op) 2417kill_player (object *op)
2915{ 2418{
2916 char buf[MAX_BUF];
2917 int x, y; 2419 int x, y;
2918
2919 //int i;
2920 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2921
2922 /* int z;
2923 int num_stats_lose;
2924 int lost_a_stat;
2925 int lose_this_stat;
2926 int this_stat; */
2927 int will_kill_again; 2421 int will_kill_again;
2928 archetype *at; 2422 archetype *at;
2929 object *tmp; 2423 object *tmp;
2930 2424
2931 if (save_life (op)) 2425 if (save_life (op))
2932 return; 2426 return;
2933 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 }
2934 2465
2935 /* 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
2936 * 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.
2937 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2938 */ 2469 */
2939 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2940 { 2471 {
2941 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";
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943
2944 /* restore player */
2945 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op);
2947 if (tmp)
2948 {
2949 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 }
2952
2953 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op);
2955 if (tmp)
2956 {
2957 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 }
2960
2961 cure_disease (op, 0); /* remove any disease */
2962 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0)
2964 op->stats.food = 999;
2965 2473
2966 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2968 if (tmp != NULL)
2969 { 2476 {
2970 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2971 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2972 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 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 );
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2488 }
2981 2489
2982 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 return; 2495 return;
2986 } 2496 }
2987 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2988 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2989 2502
2990 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2991 2504
2992 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)
2993 { 2523 {
2994 if (op->contr->explore) 2524 /* If stat loss is permanent, lose one stat only. */
2995 { 2525 /* Lower level chars don't lose as many stats because they suffer
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2526 more if they do. */
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2527 /* Higher level characters can afford things such as potions of
2998 op->stats.food = 999; 2528 restoration, or better, stat potions. So we slug them that
2999 return; 2529 little bit harder. */
3000 } 2530 /* GD */
3001 sprintf (buf, "%s starved to death.", &op->name); 2531 if (settings.stat_loss_on_death)
3002 strcpy (op->contr->killer, "starvation"); 2532 num_stats_lose = 1;
2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3003 } 2535 }
3004 else 2536 else
3005 { 2537 num_stats_lose = 1;
3006 if (op->contr->explore) 2538
3007 { 2539 lost_a_stat = 0;
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2540
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 for (z = 0; z < num_stats_lose; z++)
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name);
3014 } 2542 {
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2543 i = rndm (NUM_STATS);
3016 2544
3017 /* save the map location for corpse, gravestone */
3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
3021
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this.
3028 */
3029
3030 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect
3032 * of death.
3033 */
3034#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss)
3036 {
3037 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */
3040 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */
3043 /* GD */
3044 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2546 {
3046 else 2547 /* Pick a random stat and take a point off it. Tell the player
3047 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;
3048 } 2556 }
3049 else 2557 else
3050 { 2558 {
3051 num_stats_lose = 1; 2559 /* deplete a stat */
3052 } 2560 archetype *deparch = archetype::find (shstr_depletion);
3053 lost_a_stat = 0; 2561 object *dep;
3054 2562
3055 for (z = 0; z < num_stats_lose; z++) 2563 dep = present_arch_in_ob (deparch, op);
3056 { 2564 if (!dep)
3057 i = RANDOM () % NUM_STATS;
3058
3059 if (settings.stat_loss_on_death)
3060 { 2565 {
3061 /* Pick a random stat and take a point off it. Tell the player 2566 dep = arch_to_object (deparch);
3062 * what he lost. 2567 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2568 }
3071 else 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
3072 { 2571 {
3073 /* deplete a stat */ 2572 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2573 /* Get the stat that we're about to deplete. */
3075 object *dep; 2574 this_stat = get_attr_value (&(dep->stats), i);
3076 2575 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2576 {
3080 dep = arch_to_object (deparch); 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2578 int keep_chance = this_stat * this_stat;
3082 } 2579
3083 lose_this_stat = 1; 2580 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 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)
3090 { 2586 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2587 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2589 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2590 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2591 else
3125 if (this_stat >= -50)
3126 { 2592 {
3127 change_attr_value (&(dep->stats), i, -1); 2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 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"); */
3132 } 2598 }
3133 } 2599 }
3134 } 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 }
3135 } 2619 }
2620 }
2621 }
2622
3136 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2624 if (!lost_a_stat)
3138 { 2625 {
3139 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2627 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
3142 2629
3143 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3145 else 2632 else
3146 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";
3147 } 2634 }
3148#else 2635#else
3149 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.";
3150#endif 2637#endif
3151 2638
3152 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2640 * exp loss on the stone.
3154 */ 2641 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
3156 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
3157 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
3158 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",
3159 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
3160 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3161 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2649
3165 /**************************************/ 2650 /**************************************/
3166 /* */ 2651 /* */
3167 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */
3170 /* */ 2653 /* */
3171 /**************************************/ 2654 /**************************************/
3172 2655
3173 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */
3175 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op);
3177
3178 if (tmp)
3179 {
3180 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 }
3183
3184 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op);
3186 if (tmp)
3187 {
3188 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 }
3191
3192 cure_disease (op, 0); /* remove any disease */
3193
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100)
3197 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2658
3202 /* 2659 /*
3203 * 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
3204 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
3205 * in the map. 2662 */
3206 */ 2663 op->drop_unpaid_items ();
3207 2664
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op);
3210
3211 /****************************************/ 2665 /****************************************/
3212 /* */ 2666 /* */
3213 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
3215 /* */ 2669 /* */
3216 /****************************************/ 2670 /****************************************/
3217 2671
3218 enter_player_savebed (op); 2672 enter_player_savebed (op);
3219 2673
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2674 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2675
3226 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2679 * on the space that might harm the player.
3230 */ 2680 */
3231 will_kill_again = 0; 2681 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
3235 2685
3236 if (will_kill_again) 2686 if (will_kill_again)
3237 { 2687 {
3238 object *force; 2688 object *force;
3239 int at; 2689 int at;
3240 2690
3241 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2693 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2698 force->resist[at] = 100;
3249 2699
3250 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3251 fix_player (op); 2701 op->update_stats ();
3252
3253 }
3254
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 { 2702 }
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263 2703
3264 op->contr->party = NULL; 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2705}
3324 2706
3325 2707static void
3326void
3327loot_object (object *op) 2708loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3330 2711
3331 if (op->container) 2712 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2713
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3337 { 2715 {
3338 next = tmp->below; 2716 next = tmp->below;
2717
3339 if (tmp->invisible) 2718 if (tmp->invisible)
3340 continue; 2719 continue;
2720
3341 tmp->remove (); 2721 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3343 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2726
3346 }
3347 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))))
3348 { 2728 {
3349 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3350 { 2730 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3352 tmp2->destroy ();
3353 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 } 2733 }
3355 else 2734 else
3356 tmp->destroy (); 2735 tmp->destroy ();
3357 } 2736 }
3363/* 2742/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3365 * 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
3366 * was changed. 2745 * was changed.
3367 */ 2746 */
3368
3369void 2747void
3370fix_weight (void) 2748fix_weight (void)
3371{ 2749{
3372 player *pl; 2750 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2751 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3377 2753
3378 if (old == sum) 2754 pl->ob->update_weight ();
3379 continue; 2755
3380 fix_player (pl->ob); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
3381 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 }
3382 } 2761 }
3383} 2762}
3384 2763
3385void 2764void
3386fix_luck (void) 2765fix_luck (void)
3387{ 2766{
3388 player *pl; 2767 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2768 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2769 pl->ob->change_luck (0);
3393} 2770}
3394
3395 2771
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3399 */ 2775 */
3400
3401void 2776void
3402cast_dust (object *op, object *throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3403{ 2778{
3404 object *skop, *spob; 2779 object *skop, *spob;
3405 2780
3432} 2807}
3433 2808
3434void 2809void
3435make_visible (object *op) 2810make_visible (object *op)
3436{ 2811{
3437 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3438 op->invisible = 0; 2813 op->invisible = 0;
2814
3439 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3440 { 2816 {
3441 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3443 } 2819 }
2820
3444 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3445} 2822}
3446 2823
3447int 2824int
3448is_true_undead (object *op) 2825is_true_undead (object *op)
3449{ 2826{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 2828 return 1;
3454 2829
3455 return 0; 2830 return 0;
3456} 2831}
3457 2832
3458/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 2835 * indicate greater hideability.
3461 */ 2836 */
3462
3463int 2837int
3464hideability (object *ob) 2838hideability (object *ob)
3465{ 2839{
3466 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3467 sint16 x, y; 2841 sint16 x, y;
3468 2842
3469 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3470 return 0; 2844 return 0;
3471 2845
3472 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3473 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3474 2848
3475 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3476 * 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
3477 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3479 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3480 2854
3481 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3483 { 2859 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue; 2862 continue;
3488 } 2863
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2; 2865 level += 2;
3491 else /* open terrain! */ 2866 else /* open terrain! */
3492 level -= 1; 2867 level -= 1;
3493 } 2868 }
3501/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 2880 */
3506
3507void 2881void
3508do_hidden_move (object *op) 2882do_hidden_move (object *op)
3509{ 2883{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3511 object *skop;
3512 2885
3513 if (!op || !op->map) 2886 if (!op || !op->map)
3514 return; 2887 return;
3515 2888
3516 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);
3517 2891
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3522 { 2895 {
3523 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!");
3524 make_visible (op); 2897 make_visible (op);
3525 return; 2898 return;
3526 } 2899 }
3527 else 2900 else
3528 num += 20; 2901 num += 20;
3529 } 2902
3530 num += op->map->difficulty; 2903 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 2905 num -= hide;
2906
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 2908 {
3535 make_visible (op); 2909 make_visible (op);
2910
3536 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3537 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!");
3538 } 2913 }
3539 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 2916}
3544 2917
3545/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3546 2919
3547int 2920int
3595 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3596 * 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
3597 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3603 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t. 2977 * -b.t.
3605 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3606 */ 2979 */
3607
3608int 2980int
3609player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3610{ 2982{
3611 rv_vector rv; 2983 rv_vector rv;
3612 int dx, dy; 2984 int dx, dy;
3614 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3615 { 2987 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 2989 return -1;
3618 } 2990 }
2991
3619 if (!pl || !op) 2992 if (!pl || !op)
3620 return 0; 2993 return 0;
3621 2994
3622 if (op->head)
3623 {
3624 op = op->head; 2995 op = op->head_ ();
3625 } 2996
3626 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3627 2998
3628 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3000 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3631 * a blocked los square. 3002 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3633 */ 3004 */
3634 while (op) 3005 while (op)
3635 { 3006 {
3636 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3638 3009
3639 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3011 return 1;
3012
3647 op = op->more; 3013 op = op->more;
3648 } 3014 }
3649 return 0;
3650}
3651 3015
3652/* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding
3654 * place or invisiblity spell. Artefact invisiblity is not
3655 * effected by this. If we arent invisible to begin with, we
3656 * return 0.
3657 */
3658int
3659action_makes_visible (object *op)
3660{
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665 return 0;
3666
3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3669
3670 /* If monsters, they should become visible */
3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674 return 1;
3675 }
3676 }
3677 return 0; 3016 return 0;
3678} 3017}
3679 3018
3680/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3686 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */ 3026 */
3688int 3027int
3689op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3690{ 3029{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3037 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3039 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 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))
3705 { 3044 {
3706 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3707 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))
3708 { 3047 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3712 { 3049 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3714 { 3051 {
3715 if (x != NULL && y != NULL) 3052 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3717 return 1; 3055 return 1;
3718 } 3056 }
3719 } 3057 }
3720 } 3058 }
3059
3721 if (x != NULL && y != NULL) 3060 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3723 return 1; 3063 return 1;
3724 } 3064 }
3725 } 3065 }
3726 } 3066 }
3067
3727 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3728 return 0; 3069 return 0;
3729} 3070}
3730 3071
3731/* 3072/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3089 int i = 0, j = 0;
3749 3090
3750 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3100
3760 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3761 return; 3102 return;
3762 3103
3763 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++);
3764 3105
3765 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3766 { 3107 {
3767 /* 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]); */
3768 return; 3109 return;
3769 } 3110 }
3770 3111
3771 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3113 item = tr->item;
3773 3114
3774 if (item->type == SPELL) 3115 if (item->type == SPELL)
3775 { 3116 {
3776 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3777 return; 3118 return;
3836 { 3177 {
3837 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3179 object *skin;
3839 3180
3840 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3843 ; 3183 ;
3844 3184
3845 if (!skin) 3185 if (!skin)
3846 return; 3186 return;
3847 3187
3882 else 3222 else
3883 { 3223 {
3884 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3885 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3886 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));
3887 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3888 if (who->type == PLAYER)
3889 esrv_send_item (who, tmp);
3890 } 3228 }
3891} 3229}
3892 3230
3893/** 3231/**
3894 * 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
3895 * not readied. 3233 * not readied.
3896 */ 3234 */
3897void 3235void
3898player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3899{ 3237{
3900 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3901 3240
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3903 { 3242 pl->combat_ob = 0;
3243
3904 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3905 { 3245 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 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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