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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 1.250 by root, Sat Dec 12 03:17:21 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
233 /* There are some elements we want initialised to non zero value -
234 * we deal with that below this point.
235 */
236 outputs_sync = 4;
237 outputs_count = 4;
238 unapply = unapply_nochoice;
239
240 savebed_map = first_map_path; /* Init. respawn position */
241
242 gen_sp_armour = 10;
243 bowtype = bow_normal;
244 petmode = pet_normal;
245 usekeys = containers;
246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
267}
268
269player::~player ()
270{
271 /* Clear item stack */
272 free (stack_items);
338} 273}
339 274
340/* 275/*
341 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
344 */ 279 */
345archetype * 280static archetype *
346get_player_archetype (archetype *at) 281get_player_archetype (archetype *at)
347{ 282{
348 archetype *start = at; 283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
349 290
350 for (;;) 291 for (;;)
351 { 292 {
352 if (at == NULL || at->next == NULL) 293 if (++i == archetypes.end ())
353 at = first_archetype; 294 i = archetypes.begin ();
354 else 295 else if (*i == at)
355 at = at->next; 296 cleanup ("not a single player archetype found");
356 297
357 if (at->clone.type == PLAYER) 298 if ((*i)->type == PLAYER)
358 return at; 299 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 300 }
301}
302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
366} 321}
367 322
368object * 323object *
369get_nearest_player (object *mon) 324get_nearest_player (object *mon)
370{ 325{
371 object *op = NULL; 326 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 327 objectlink *ol;
374 unsigned lastdist; 328 unsigned lastdist;
375 rv_vector rv; 329 rv_vector rv;
376 330
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
406 continue; 334 continue;
407 335
408 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
409 { 337 {
410 op = ol->ob; 338 op = ol->ob;
411 lastdist = rv.distance; 339 lastdist = rv.distance;
412 } 340 }
413 } 341 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 342
415 { 343 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
420 { 346 {
421 op = pl->ob; 347 op = pl->ob;
422 lastdist = rv.distance; 348 lastdist = rv.distance;
423 } 349 }
424 } 350
425 }
426#if 0 351#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 353#endif
429 return op; 354 return op;
430} 355}
448 * circling behaviour. Unfortunately, this function is also used to determined 373 * 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 374 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 375 * is probably not a good thing.
451 */ 376 */
452#define MAX_SPACES 50 377#define MAX_SPACES 50
453
454 378
455/* 379/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * 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 381 * 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 382 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 413 x = mon->x;
490 y = mon->y; 414 y = mon->y;
491 m = mon->map; 415 m = mon->map;
492 dir = rv.direction; 416 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 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); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
495 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 421 if (diff > max)
497 return 0; 422 return 0;
423
498 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
499 { 425 {
500 lastx = x; 426 lastx = x;
501 lasty = y; 427 lasty = y;
502 lastmap = m; 428 lastmap = m;
584 max--; 510 max--;
585 lastdir = dir; 511 lastdir = dir;
586 if (!firstdir) 512 if (!firstdir)
587 firstdir = dir; 513 firstdir = dir;
588 } 514 }
515
589 if (diff <= 1) 516 if (diff <= 1)
590 { 517 {
591 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 519 * headed toward player for entire distance.
593 */ 520 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 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); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 523 }
524
597 if (diff > max) 525 if (diff > max)
598 return 0; 526 return 0;
599 } 527 }
528
600 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
601 if (!max) 530 if (!max)
602 return 0; 531 return 0;
603 532
604 return firstdir; 533 return firstdir;
605} 534}
606 535
607void 536void
608give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
609{ 538{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL) 539 if (pl->randomitems)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614 541
615 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
616 { 543 {
617 next = op->below; 544 next = op->below;
618 545
619 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
620 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
625 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions 553 * by this player due to race restrictions
627 */ 554 */
628 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
629 { 556 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
631 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
632 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
633 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
634 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635 { 564 {
636 op->destroy (); 565 op->destroy ();
637 continue; 566 continue;
638 } 567 }
639 } 568 }
640 569
641 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
642 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
643 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */ 573 */
647 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
648 { 575 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 { 578 {
657 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
659 continue; 582 break;
660 } 583 }
661 584
662 if (op->nrof > 1) 585 if (op->nrof > 1)
663 op->nrof = 1; 586 op->nrof = 1;
664 } 587 }
665 588
666 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670 591
671 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
672 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
673 * merged properly. 594 * merged properly.
674 */ 595 */
675 if (need_identify (op)) 596 if (need_identify (op))
676 { 597 {
677 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
680 } 601 }
602
681 if (op->type == SPELL) 603 if (op->type == SPELL)
682 { 604 {
683 op->destroy (); 605 op->destroy ();
684 continue; 606 continue;
685 } 607 }
687 { 609 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0; 611 op->stats.exp = 0;
690 op->level = 1; 612 op->level = 1;
691 } 613 }
692 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
696 617
697 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
698 link_player_skills (pl); 619 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} 620}
784 621
785void 622void
786get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
787{ 624{
788 if (party == NULL) 625 if (party == NULL)
789 { 626 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 628 return;
792 } 629 }
630
793 op->contr->write_buf[0] = '\0'; 631 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 635}
798 636
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 638static int
802roll_stat (void) 639roll_stat ()
803{ 640{
804 int a[4], i, j, k; 641 int a[4], i, j, k;
805 642
806 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
808 645
809 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 647 if (a[i] < k)
811 k = a[i], j = i; 648 k = a[i], j = i;
812 649
813 for (i = 0, k = 0; i < 4; i++) 650 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 651 if (i != j)
816 k += a[i]; 652 k += a[i];
817 } 653
818 return k; 654 return k;
819} 655}
820 656
821void 657void
822roll_stats (object *op) 658object::roll_stats ()
823{ 659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
824 int sum = 0; 664 int sum = 0;
825 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
827 667
828 do 668 if (sum >= 82 && sum <= 116)
669 break;
829 { 670 }
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);
840 671
841 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 673 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;
849 674
850 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
851 do 676 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);
866 677
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; 678 stats.exp = 0;
886 op->stats.ac = 0; 679 stats.ac = 0;
887 680
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; 681 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
896 op->contr->orig_stats = op->stats; 691 contr->orig_stats = stats;
692 }
897} 693}
898 694
899void 695void
900Roll_Again (object *op) 696object::swap_stats (int a, int b)
901{ 697{
902 esrv_new_player (op->contr, 0); 698 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}
906 699
907void 700 for (int i = 0; i < NUM_STATS; ++i)
908Swap_Stat (object *op, int Swap_Second) 701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
711 stats.hp = stats.maxhp;
712 stats.sp = stats.maxsp;
713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
721 contr->orig_stats = stats;
722 }
723}
724
725static void
726start_info (object *op)
909{ 727{
910 signed char tmp;
911 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
912 729
913 if (op->contr->Swap_First == -1) 730 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); 731 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} 732}
1028 733
1029/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
1033 * not the class. 738 * not the class.
1034 */ 739 */
1035 740void
1036int 741player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 742{
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 */ 743 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
1053 745
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1055 if (tl) 747 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
1057 749
1058 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
1060 752
1061 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
1062 754
1063 if (op->msg) 755 if (ob->msg)
1064 op->msg = NULL; 756 ob->msg = 0;
1065 757
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); 758 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op);
1079 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
1080 fix_player (op); 762 ob->update_stats ();
1081 763
1082 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1083 * is one for this race 765 * is one for this race
1084 */ 766 */
1085 if (*first_map_ext_path) 767 if (*first_map_ext_path)
1086 { 768 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 769 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
1102 772
1103 return 0; 773void
1104 } 774player::chargen_race_next ()
1105 775{
1106 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1108 */ 778 */
1109 779
1110 tmp_loop = 0; 780 do
1111 while (!tmp_loop)
1112 { 781 {
1113 shstr name = op->name; 782 shstr name = ob->name;
1114 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1115 784
1116 remove_statbonus (op); 785 ob->remove_statbonus ();
1117 op->remove (); 786 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
1120 op->instantiate (); 789 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1123 op->x = x; 792 ob->x = x;
1124 op->y = y; 793 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 797 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 798 }
799 while (!allowed_class (ob));
1131 800
1132 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 803 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 806 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} 807}
1145 808
1146int 809static 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) 810flee_player (object *op)
1197{ 811{
1198 int dir, diff; 812 int dir, diff;
1199 rv_vector rv; 813 rv_vector rv;
1200 814
1203 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1204 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1205 return; 819 return;
1206 } 820 }
1207 821
1208 if (op->enemy == NULL) 822 if (!op->enemy)
1209 { 823 {
1210 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1211 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1212 return; 826 return;
1213 } 827 }
1214 828
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)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 { 830 {
1228 op->enemy = NULL; 831 op->enemy = NULL;
1229 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1230 return; 833 return;
1233 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1234 837
1235 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1236 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1237 { 840 {
1238 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1239 842
1240 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1241 return; 844 return;
1242 } 845 }
1243 846
1244 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 849 op->enemy = NULL;
1247} 850}
1248 851
1249
1250/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* 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 853 * It returns 1 if the player should keep on moving, 0 if he should
1252 * stop. 854 * stop.
1253 */ 855 */
1254int 856int
1255check_pick (object *op) 857check_pick (object *op)
1256{ 858{
1257 object *tmp, *next; 859 object *tmp, *next;
1258 int stop = 0; 860 int stop = 0;
1259 int j, k, wvratio; 861 int wvratio;
1260 char putstring[128], tmpstr[16];
1261 862
1262 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1264 return 1; 865 return 1;
1265 866
1266 next = op->below; 867 next = op->below;
1267 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1268 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1269 * destroyed */ 873 * destroyed */
1270 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1271 { 875 {
1272 tmp = next; 876 tmp = next;
1273 next = tmp->below; 877 next = tmp->below;
1274 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1275 if (op->destroyed ()) 885 if (op->destroyed ())
1276 return 0; 886 return 0;
1277 887
1278 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1279 continue; 889 continue;
1280 890
1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282 { 892 {
1283 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1284 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1285 continue; 896 continue;
1286 } 897 }
1287 898
1288 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1289 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1290 { 961 {
1291 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1292 { 1025 {
1293 case 0: 1026 CHK_PICK_PICKUP;
1294 return 1; /* don't pick up */ 1027 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 } 1028 }
1326 } 1029 }
1327 else 1030
1328 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1329 /* NEW pickup handling */
1330 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1331 { 1037 {
1332 /* some debugging code to figure out item information */ 1038 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; 1039 continue;
1040 }
1406 1041
1407 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1408 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1409 continue; 1047 continue;
1048 }
1410 1049
1411 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1412 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1413 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1414 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1415 { 1121 {
1416 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1417 continue; 1123 continue;
1418 } 1124 }
1125 }
1419 1126
1127 /* misc stuff that's useful */
1420 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1421 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1422 { 1130 {
1423 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1424 continue; 1132 continue;
1425 } 1133 }
1426 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1427 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1428 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1429 { 1142 */
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) 1143 wvratio = op->contr->mode & PU_RATIO;
1466 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 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 { 1145 {
1474 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1475 { 1149 {
1476 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1477 continue;
1478 } 1151 }
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 1152 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1616#endif 1156#endif
1157 CHK_PICK_PICKUP;
1617 continue; 1158 continue;
1618 }
1619 } 1159 }
1620 } /* the new pickup model */ 1160 } /* the new pickup model */
1621 } 1161 }
1622 1162
1623 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1624} 1199}
1625 1200
1626/* 1201/*
1627 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1628 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1629 * found object is returned. 1204 * found object is returned.
1630 */ 1205 */
1631object * 1206static object *
1632find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1633{ 1208{
1634 object *tmp = NULL;
1635
1636 for (op = op->inv; op; op = op->below) 1209 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) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1640 return op; 1218 return arrow;
1219 }
1220
1641 return tmp; 1221 return 0;
1642} 1222}
1643 1223
1644/* 1224/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * 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 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1229 */
1650 1230static object *
1651object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1653{ 1232{
1654 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1656 1235
1657 if (!type) 1236 if (!type)
1661 { 1240 {
1662 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1663 { 1242 {
1664 i = 0; 1243 i = 0;
1665 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1666 if (i > betterby) 1246 if (i > betterby)
1667 { 1247 {
1668 tmp = ntmp; 1248 tmp = ntmp;
1669 betterby = i; 1249 betterby = i;
1670 } 1250 }
1671 } 1251 }
1672 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1673 { 1253 {
1674 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1676 { 1256 {
1677 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1678 { 1258 {
1679 *better = 100; 1259 *better = 100;
1680 return arrow; 1260 return arrow;
1688 else 1268 else
1689 { 1269 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1271 {
1692 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1695 { 1275 {
1696 tmp = arrow; 1276 tmp = arrow;
1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1698 } 1278 }
1699 } 1279 }
1280
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1282 {
1702 tmp = arrow; 1283 tmp = arrow;
1703 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1704 } 1285 }
1286
1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1706 { 1288 {
1707 tmp = arrow; 1289 tmp = arrow;
1708 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1709 } 1291 }
1710 } 1292 }
1711 } 1293 }
1712 } 1294 }
1295
1713 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1714 return find_arrow (op, type); 1297 return find_arrow (op, type);
1715 1298
1716 *better = betterby; 1299 *better = betterby;
1717 return tmp; 1300 return tmp;
1721 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1305 * op = the shooter
1723 * type = bow->race 1306 * type = bow->race
1724 * dir = fire direction 1307 * dir = fire direction
1725 */ 1308 */
1726 1309static object *
1727object *
1728pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1729{ 1311{
1730 object *tmp = NULL; 1312 object *tmp = NULL;
1731 maptile *m; 1313 maptile *m;
1732 int i, mflags, found, number; 1314 int i, mflags, found, number;
1733 sint16 x, y; 1315 sint16 x, y;
1748 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1749 { 1331 {
1750 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1751 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1752 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 { 1337 {
1755 tmp = NULL; 1338 tmp = 0;
1756 break; 1339 break;
1757 } 1340 }
1758 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1759 { 1342 {
1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1761 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1762 */ 1345 */
1763 tmp = NULL; 1346 tmp = 0;
1764 break; 1347 break;
1765 } 1348 }
1349
1766 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1767 {
1768 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1770 {
1771 found++;
1772 break;
1773 }
1774 if (found)
1775 break; 1353 break;
1776 }
1777 } 1354 }
1778 if (tmp == NULL) 1355
1356 if (!tmp)
1779 return find_arrow (op, type); 1357 return find_arrow (op, type);
1780 1358
1781 if (tmp->head) 1359 if (tmp->head)
1782 tmp = tmp->head; 1360 tmp = tmp->head;
1783 1361
1796 */ 1374 */
1797int 1375int
1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799{ 1377{
1800 object *left, *bow; 1378 object *left, *bow;
1801 int bowspeed, mflags; 1379 int mflags;
1802 maptile *m; 1380 maptile *m;
1803 1381
1804 if (!dir) 1382 if (!dir)
1805 { 1383 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0; 1385 return 0;
1808 } 1386 }
1809 1387
1810 if (op->type == PLAYER) 1388 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1812 else 1390 else
1813 { 1391 {
1814 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* 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. 1394 * don't need to switch back and forth between bows and weapons.
1821 if (!bow) 1399 if (!bow)
1822 { 1400 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1402 return 0;
1825 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1826 } 1407 }
1827 1408
1828 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1829 { 1410 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0; 1412 return 0;
1832 } 1413 }
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 1414
1843 if (arrow == NULL) 1415 if (arrow == NULL)
1844 { 1416 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1418 {
1847 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 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 */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else 1422 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1852 return 0; 1425 return 0;
1853 } 1426 }
1854 } 1427 }
1855 1428
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 } 1437 }
1865 1438
1866 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1867 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1868 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1869 arrow->destroy (); 1443 arrow->destroy ();
1870 return 0; 1444 return 0;
1871 } 1445 }
1872 1446
1873 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1874 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1875 if (!arrow) 1449 if (!arrow)
1876 { 1450 {
1877 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1878 return 0; 1452 return 0;
1879 } 1453 }
1880 1454
1881 arrow->set_owner (op); 1455 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1457 arrow->direction = dir;
1885 arrow->x = sx; 1458
1886 arrow->y = sy; 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1887 1489
1888 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1889 { 1491 {
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; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1923 } 1499 }
1924 else 1500 else
1925 { 1501 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1502 arrow->level = op->level;
1928 } 1503 arrow->stats.wc -= bow->magic;
1929 1504
1930 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1931 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1932 1510
1933 if (bow->slaying) 1511 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1513
1936 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1517
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1941 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1942 1520
1943 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1522 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 1523
1954 return 1; 1524 return 1;
1955} 1525}
1956 1526
1957/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1959 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1960 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1961 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1962 * hence the function name. 1532 * hence the function name.
1963 */ 1533 */
1964int 1534static int
1965player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1966{ 1536{
1967 int ret = 0, wcmod = 0; 1537 int ret;
1968 1538
1969 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1970 { 1540 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1972 } 1542 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1544 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 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); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1547 }
1979 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1980 { 1549 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 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)]); 1551 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)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1984 } 1553 }
1985 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1555 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 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); 1557 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); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 } 1559 }
1992 else 1560 else
1993 { 1561 {
1994 /* Simple case */ 1562 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 } 1564 }
1565
1997 return ret; 1566 return ret;
1998} 1567}
1999
2000 1568
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
2003 */ 1571 */
2004void 1572static void
2005fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
2006{ 1574{
2007 object *item; 1575 object *item = op->contr->ranged_ob;
2008 1576
2009 if (!op->contr->ranges[range_misc]) 1577 if (!item)
2010 { 1578 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return; 1580 return;
2013 } 1581 }
2014 1582
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1583 if (!item->inv)
2017 { 1584 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1586 return;
2020 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
2021 if (item->type == WAND) 1592 if (item->type == WAND)
2022 { 1593 {
2023 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
2024 { 1595 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 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)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
2027 return; 1599 return;
2028 } 1600 }
2029 } 1601 }
2030 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
2031 { 1603 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2033 { 1609 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
2035 if (item->type == ROD) 1612 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)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1614 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
2039 return; 1617 return;
2040 } 1618 }
2041 } 1619 }
2042 1620
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
2044 { 1622 {
2045 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
2046 if (item->type == WAND) 1625 if (item->type == WAND)
2047 { 1626 {
2048 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
2049 { 1628 {
2050 object *tmp; 1629 object *tmp;
2051 1630
2052 if (item->arch) 1631 if (item->arch)
2053 { 1632 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
2056 item->speed = 0; 1635 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1636 }
2059 if ((tmp = item->in_player ())) 1637
1638 if (object *pl = item->visible_to ())
2060 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
2061 } 1640 }
2062 } 1641 }
2063 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1643 drain_rod_charge (item);
2066 }
2067 } 1644 }
2068} 1645}
2069 1646
2070/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
2071 */ 1648 */
2072void 1649bool
2073fire (object *op, int dir) 1650fire (object *op, int dir)
2074{ 1651{
2075 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
2076 1674
2077 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
2079 make_visible (op); 1677 make_visible (op);
2080 1678
2081 switch (op->contr->shoottype) 1679 switch (ob->type)
2082 { 1680 {
2083 case range_none: 1681 case BOW:
2084 return;
2085
2086 case range_bow:
2087 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
2088 return; 1683 break;
2089 1684
2090 case range_magic: /* Casting spells */ 1685 case SPELL:
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2092 return; 1687 break;
2093 1688
2094 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
2095 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
2096 return; 1699 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 } 1700 }
2124}
2125 1701
1702 return true;
1703}
2126 1704
2127 1705static 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) 1706find_key_ (object *pl, object *container, object *door)
2141{ 1707{
2142 object *tmp, *key; 1708 object *tmp, *key;
2143 1709
2144 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1711 if (!container->inv)
2146 return NULL; 1712 return 0;
2147 1713
2148 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1716 {
2151 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1718 break;
1719
2153 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
2155 */ 1722 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1724 break;
2158 } 1725 }
1726
2159 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1728 /* 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 1729 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1730 * a key, return
2163 */ 1731 */
2164 if (!tmp) 1732 if (!tmp)
2165 { 1733 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 {
2168 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
2172 return key; 1738 return key;
2173 } 1739
2174 }
2175 if (!tmp) 1740 if (!tmp)
2176 return NULL; 1741 return 0;
2177 } 1742 }
1743
2178 /* We get down here if we have found a key. Now if its in a container, 1744 /* 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 1745 * see if we actually want to use it
2180 */ 1746 */
2181 if (pl != container) 1747 if (pl != container)
2182 { 1748 {
2183 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
2184 if (!pl->contr) 1750 if (!pl->contr)
2185 return NULL; 1751 return 0;
1752
2186 /* cases where this fails: 1753 /* cases where this fails:
2187 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
2188 * are not in the players inventory. 1755 * are not in the players inventory.
2189 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
2190 * containers can be used. 1757 * containers can be used.
2194 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
2195 * 1762 *
2196 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
2197 * all the others. 1764 * all the others.
2198 */ 1765 */
2199 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
2200 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2202 { 1769 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 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)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1772 return NULL;
2206 } 1773 }
2207 } 1774 }
1775
2208 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
2209} 1802}
2210 1803
2211/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2213 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2214 * 0 otherwise 1807 * 0 otherwise
2215 */ 1808 */
2216static int 1809static int
2217player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2218{ 1811{
2219 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* 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 - 1813 * might as well return immediately as there is nothing more to do -
2221 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2222 */ 1815 */
2223 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2224 1817
2225 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2226 if (key) 1819 if (key)
2227 { 1820 {
2228 object *container = key->env; 1821 object *container = key->env;
2229 1822
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2232 make_visible (op); 1824 make_visible (op);
1825
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2235 if (door->type == DOOR) 1829 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2240 { 1832 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2242 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1835 }
1836
2244 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1839
2247 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container);
2249 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2250 } 1841 }
2251 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2252 { 1843 {
2253 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2255 return 1; 1846 return 1;
2256 } 1847 }
1848
2257 return 0; 1849 return 0;
2258} 1850}
2259 1851
2260/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2265 */ 1857 */
2266void 1858bool
2267move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2268{ 1860{
2269 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2270 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2271 int on_battleground; 1867 int on_battleground;
2272 maptile *m;
2273 1868
2274 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2276 1871
2277 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2278 1876
2279 /* If braced, or can't move to the square, and it is not out of the 1877 /* 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 1878 * 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses. 1884 * move_ob uses.
2287 */ 1885 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2289 { 1901 }
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2291 { 1914 }
2292 m = get_map_from_coord (op->map, &nx, &ny); 1915
2293 if (!m) 1916 /* The following deals with possibly attacking peaceful
2294 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2295 } 1949 }
2296 else 1950 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; 1951 return false;
2303 } 1952 }
2304 1953
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 1954 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2376 * attack them either. 1957 * attack them either.
2377 */ 1958 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 1961 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2389 { 1966 {
1967 --op->speed_left;
1968
2390 if (!op->contr->braced) 1969 if (!op->contr->braced)
2391 { 1970 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2393 (void) push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2394 } 1973 }
2395 else 1974 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2397 1976
2398 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2399 make_visible (op); 1978 make_visible (op);
2400 }
2401 1979
1980 return true;
1981 }
1982 }
2402 /* If the object is a boulder or other rollable object, then 1983 /* 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. 1984 * roll it if not braced. You can't roll it if you are braced.
2404 */ 1985 */
2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2406 { 1989 {
1990 --op->speed_left;
1991
2407 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2409 make_visible (op); 1994 make_visible (op);
2410 }
2411 1995
1996 return true;
1997 }
1998 }
2412 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2413 * Way it works is like this: First, it must have some hit points 2000 * 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: 2001 * 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 2002 * 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. 2003 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2004 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 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))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2007 {
2422 2008 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 { 2009 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2011
2435 skill_attack (mon, op, 0, 0, 0); 2012 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 2013
2451 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2452 make_visible (op); 2015 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2016
2457int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2458move_player (object *op, int dir) 2025move_player (object *op, int dir)
2459{ 2026{
2460 int pick;
2461
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2463 return 0; 2028 return 0;
2464 2029
2465 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2467 { 2032 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2034 return 0;
2470 } 2035 }
2471 2036
2472 /* peterm: added following line */ 2037 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2040
2476 op->facing = dir; 2041 op->facing = dir;
2477 2042
2478 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2479 do_hidden_move (op); 2044 do_hidden_move (op);
2480 2045
2046 bool retval;
2047 int pick = 0;
2048
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2050 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2484 fire (op, dir); 2052 retval = fire (op, dir);
2485 else 2053 else
2486 { 2054 {
2487 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2056 pick = check_pick (op);
2489 } 2057 }
2490 2058
2491 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing. 2060 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2069 * for players.
2502 */ 2070 */
2503 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2504 return 0; 2072
2073 return retval;
2505} 2074}
2506 2075
2507/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2508 * new client/server stuff. 2077 * new client/server stuff.
2509 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2510 * the new speed values for commands. 2079 * the new speed values for commands.
2511 * 2080 *
2512 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2513 */ 2084 */
2514int 2085bool
2515handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2516{ 2087{
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)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2089 {
2539 flee_player (op); 2090 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 { 2091 {
2543 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2544 return 0; 2095 return true;
2545 } 2096 }
2097 else
2098 return false;
2546 } 2099 }
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 2100
2556 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2103 * called, so we recheck it here.
2559 */ 2104 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2105 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; 2106 return true;
2566 2107
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 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); 2109 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2110
2583 return 0; 2111 return false;
2584} 2112}
2585 2113
2586int 2114static int
2587save_life (object *op) 2115save_life (object *op)
2588{ 2116{
2589 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2590 return 0; 2118 return 0;
2591 2119
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 { 2122 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 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)); 2124 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 2125
2601 tmp->destroy (); 2126 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 2128
2604 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2606 2131
2607 if (op->stats.food < 0) 2132 if (op->stats.food < 0)
2608 op->stats.food = 999; 2133 op->stats.food = 999;
2609 2134
2610 fix_player (op); 2135 op->update_stats ();
2611 return 1; 2136 return 1;
2612 } 2137 }
2613 2138
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2140 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 return 0; 2142 return 0;
2618} 2143}
2619 2144
2620/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* 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 2146 * 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 2147 * function will descend into containers. op is the object to start the search
2623 * from. 2148 * from.
2624 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2625void 2166void
2626remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2627{ 2168{
2628 object *next; 2169 if (!flag [FLAG_REMOVED])
2629 2170 ::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} 2171}
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 2172
2697void 2173void
2698do_some_living (object *op) 2174do_some_living (object *op)
2699{ 2175{
2700 int last_food = op->stats.food; 2176 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2182 int rate_grace = 2000;
2707 const int max_hp = 1; 2183 const int max_hp = 1;
2708 const int max_sp = 1; 2184 const int max_sp = 1;
2709 const int max_grace = 1; 2185 const int max_grace = 1;
2710 2186
2711 if (op->contr->outputs_sync) 2187 if (op->contr->hidden)
2188 {
2189 op->invisible = 1000;
2190 /* the socket code flashes the player visible/invisible
2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2712 { 2196 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2197 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) 2198 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2716 } 2204 }
2717 2205
2718 if (op->contr->ns->state == ST_PLAYING) 2206 if (op->contr->ns->state == ST_PLAYING)
2719 { 2207 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2209 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2210 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2211 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2212 else
2726 { 2213 {
2727 gen_hp = op->stats.maxhp; 2214 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2215 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2216 }
2217
2730 if (op->contr->gen_sp >= 0) 2218 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2219 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2220 else
2733 { 2221 {
2734 gen_sp = op->stats.maxsp; 2222 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2223 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2224 }
2225
2737 if (op->contr->gen_grace >= 0) 2226 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2228 else
2740 { 2229 {
2741 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2232 }
2744 2233
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 */ 2234 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2791 { 2237 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2238 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2239 op->stats.grace++; /* no penalty in food for regaining grace */
2240
2794 if (max_grace > 1) 2241 if (max_grace > 1)
2795 { 2242 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2244 if (over_grace > 0)
2798 { 2245 {
2810 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2811 } 2258 }
2812 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2813 } 2260 }
2814 2261
2262 if (op->stats.food > 0)
2263 {
2815 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2816 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2817 {
2818 if (op->stats.hp < op->stats.maxhp)
2819 { 2266 {
2820 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2821 /* dms do not consume food */ 2268
2822 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2823 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2824 op->stats.food--; 2276 op->stats.food--;
2277
2825 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2826 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2829 } 2283 }
2830 } 2284
2831 if (max_hp > 1) 2285 if (max_sp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 { 2286 {
2836 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2837 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2838 } 2305 }
2839 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2840 { 2314 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2842 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 } 2340 }
2844 else 2341 else
2845 {
2846 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 } 2343 }
2848 } 2344 }
2849 2345
2850 /* Digestion */ 2346 /* Digestion */
2851 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2852 { 2348 {
2853#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 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 2351
2860 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2862 else 2353
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864 /* dms do not consume food */ 2354 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2356 op->stats.food--;
2867 } 2357 }
2868 }
2869 2358
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2360 {
2872 object *tmp, *flesh = NULL; 2361 object *flesh = 0;
2873 2362
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2364 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2369 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2881 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2375 break;
2884 } 2376 }
2885 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2886 flesh = tmp; 2378 flesh = tmp;
2887 } /* End if paid for object */ 2379 }
2888 } /* end of for loop */ 2380
2889 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2382 * eat flesh instead.
2891 */ 2383 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2385 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2895 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2896 } 2398 {
2897 } /* end if player is starving */ 2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2898 2401
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2402 if (op->stats.hp < 0)
2900 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2901 2408
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2411 kill_player (op);
2412 }
2904} 2413}
2905
2906
2907 2414
2908/* If the player should die (lack of hp, food, etc), we call this. 2415/* 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 2416 * 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 2417 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2418 * file.
2912 */ 2419 */
2913void 2420void
2914kill_player (object *op) 2421kill_player (object *op)
2915{ 2422{
2916 char buf[MAX_BUF];
2917 int x, y; 2423 int x, y;
2918
2919 //int i;
2920 maptile *map; /* this is for resurrection */ 2424 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; 2425 int will_kill_again;
2928 archetype *at; 2426 archetype *at;
2929 object *tmp; 2427 object *tmp;
2930 2428
2931 if (save_life (op)) 2429 if (save_life (op))
2932 return; 2430 return;
2933 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2934 2469
2935 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* 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. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2937 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2938 */ 2473 */
2939 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2940 { 2475 {
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 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 2477
2966 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2968 if (tmp != NULL) 2480
2969 { 2481 tmp->name = format ("%s's finger" , &op->name);
2970 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2971 tmp->name = buf; 2483 tmp->msg = format (
2972 sprintf (buf, " This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 (int)op->level,
2975 tmp->msg = buf; 2487 op->contr->killer_name ()
2488 );
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2490 tmp->material = name_to_material (shstr_organic);
2978 tmp->x = op->x, tmp->y = op->y; 2491 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 }
2981 2492
2982 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 return; 2498 return;
2986 } 2499 }
2987 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2988 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2989 2505
2990 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2991 2507
2992 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2509
2510 /* save the map location for corpse, gravestone */
2511 x = op->x;
2512 y = op->y;
2513 map = op->map;
2514
2515 /* NOT_PERMADEATH code. This basically brings the character back to
2516 * life if they are dead - it takes some exp and a random stat.
2517 * See the config.h file for a little more in depth detail about this.
2518 */
2519
2520 /* Basically two ways to go - remove a stat permanently, or just
2521 * make it depletion. This bunch of code deals with that aspect
2522 * of death.
2523 */
2524#ifndef COZY_SERVER
2525 if (settings.balanced_stat_loss)
2993 { 2526 {
2994 if (op->contr->explore) 2527 /* If stat loss is permanent, lose one stat only. */
2995 { 2528 /* 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"); 2529 more if they do. */
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2530 /* Higher level characters can afford things such as potions of
2998 op->stats.food = 999; 2531 restoration, or better, stat potions. So we slug them that
2999 return; 2532 little bit harder. */
3000 } 2533 /* GD */
3001 sprintf (buf, "%s starved to death.", &op->name); 2534 if (settings.stat_loss_on_death)
3002 strcpy (op->contr->killer, "starvation"); 2535 num_stats_lose = 1;
2536 else
2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3003 } 2538 }
3004 else 2539 else
3005 { 2540 num_stats_lose = 1;
3006 if (op->contr->explore) 2541
3007 { 2542 lost_a_stat = 0;
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2543
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2544 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 } 2545 {
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2546 i = rndm (NUM_STATS);
3016 2547
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) 2548 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2549 {
3046 else 2550 /* Pick a random stat and take a point off it. Tell the player
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2551 * what he lost.
2552 */
2553 change_attr_value (&(op->stats), i, -1);
2554 check_stat_bounds (&(op->stats));
2555 change_attr_value (&(op->contr->orig_stats), i, -1);
2556 check_stat_bounds (&(op->contr->orig_stats));
2557 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2558 lost_a_stat = 1;
3048 } 2559 }
3049 else 2560 else
3050 { 2561 {
3051 num_stats_lose = 1; 2562 /* deplete a stat */
3052 } 2563 archetype *deparch = archetype::find (shstr_depletion);
3053 lost_a_stat = 0; 2564 object *dep;
3054 2565
3055 for (z = 0; z < num_stats_lose; z++) 2566 dep = present_arch_in_ob (deparch, op);
3056 { 2567 if (!dep)
3057 i = RANDOM () % NUM_STATS;
3058
3059 if (settings.stat_loss_on_death)
3060 { 2568 {
3061 /* Pick a random stat and take a point off it. Tell the player 2569 dep = deparch->instance ();
3062 * what he lost. 2570 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 } 2571 }
3071 else 2572 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss)
3072 { 2574 {
3073 /* deplete a stat */ 2575 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2576 /* Get the stat that we're about to deplete. */
3075 object *dep; 2577 this_stat = get_attr_value (&(dep->stats), i);
3076 2578 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2579 {
3080 dep = arch_to_object (deparch); 2580 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2581 int keep_chance = this_stat * this_stat;
3082 } 2582
3083 lose_this_stat = 1; 2583 /* 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) 2584 if (keep_chance < 1)
2585 keep_chance = 1;
2586
2587 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2589 {
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; 2590 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2591 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2592 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 } 2593 }
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 */ 2594 else
3125 if (this_stat >= -50)
3126 { 2595 {
3127 change_attr_value (&(dep->stats), i, -1); 2596 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; 2597 lose_this_stat = 0;
2598 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2599 this_stat, keep_chance, loss_chance,
2600 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2601 }
3133 } 2602 }
3134 } 2603 }
2604
2605 if (lose_this_stat)
2606 {
2607 this_stat = get_attr_value (&dep->stats, i);
2608 /* We could try to do something clever like find another
2609 * stat to reduce if this fails. But chances are, if
2610 * stats have been depleted to -50, all are pretty low
2611 * and should be roughly the same, so it shouldn't make a
2612 * difference.
2613 */
2614 if (this_stat >= -50)
2615 {
2616 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats ();
2620 lost_a_stat = 1;
2621 }
3135 } 2622 }
2623 }
2624 }
2625
3136 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2627 if (!lost_a_stat)
3138 { 2628 {
3139 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2630 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
3142 2632
3143 if (god && (strcmp (god, "none"))) 2633 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); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3145 else 2635 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3147 } 2637 }
3148#else 2638#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3150#endif 2640#endif
3151 2641
3152 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2643 * exp loss on the stone.
3154 */ 2644 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
3156 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
3157 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
3158 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3159 tmp->name_pl = buf; 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2652
3165 /**************************************/ 2653 /**************************************/
3166 /* */ 2654 /* */
3167 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */
3170 /* */ 2656 /* */
3171 /**************************************/ 2657 /**************************************/
3172 2658
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)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2660 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 2661
3202 /* 2662 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2663 * 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 2664 * and put them back in the map.
3205 * in the map. 2665 */
3206 */ 2666 op->drop_unpaid_items ();
3207 2667
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op);
3210
3211 /****************************************/ 2668 /****************************************/
3212 /* */ 2669 /* */
3213 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
3215 /* */ 2672 /* */
3216 /****************************************/ 2673 /****************************************/
3217 2674
3218 enter_player_savebed (op); 2675 enter_player_savebed (op);
3219 2676
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2677 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2678
3226 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2682 * on the space that might harm the player.
3230 */ 2683 */
3231 will_kill_again = 0; 2684 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2685 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2686 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2687 will_kill_again |= tmp->attacktype;
3235 2688
3236 if (will_kill_again) 2689 if (will_kill_again)
3237 { 2690 {
3238 object *force; 2691 object *force;
3239 int at; 2692 int at;
3240 2693
3241 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2696 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2701 force->resist[at] = 100;
3249 2702
3250 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
3251 fix_player (op); 2704 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 { 2705 }
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 2706
3264 op->contr->party = NULL; 2707 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} 2708}
3324 2709
3325 2710static void
3326void
3327loot_object (object *op) 2711loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
3330 2714
3331 if (op->container) 2715 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2716
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2717 for (tmp = op->inv; tmp; tmp = next)
3337 { 2718 {
3338 next = tmp->below; 2719 next = tmp->below;
2720
3339 if (tmp->invisible) 2721 if (tmp->invisible)
3340 continue; 2722 continue;
2723
3341 tmp->remove (); 2724 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2725 tmp->x = op->x, tmp->y = op->y;
2726
3343 if (tmp->type == CONTAINER) 2727 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2728 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2729
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2731 {
3349 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
3350 { 2733 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
3352 tmp2->destroy ();
3353 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 } 2736 }
3355 else 2737 else
3356 tmp->destroy (); 2738 tmp->destroy ();
3357 } 2739 }
3363/* 2745/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2748 * was changed.
3367 */ 2749 */
3368
3369void 2750void
3370fix_weight (void) 2751fix_weight ()
3371{ 2752{
3372 player *pl; 2753 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2754 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
3377 2756
3378 if (old == sum) 2757 pl->ob->update_weight ();
3379 continue; 2758
3380 fix_player (pl->ob); 2759 if (old != pl->ob->carrying)
2760 {
2761 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
3382 } 2764 }
3383} 2765}
3384 2766
3385void 2767void
3386fix_luck (void) 2768fix_luck ()
3387{ 2769{
3388 player *pl; 2770 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2772 pl->ob->change_luck (0);
3393} 2773}
3394
3395 2774
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2776 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2777 * just treat this as any other spell casting object.
3399 */ 2778 */
3400
3401void 2779void
3402cast_dust (object *op, object *throw_ob, int dir) 2780cast_dust (object *op, object *throw_ob, int dir)
3403{ 2781{
3404 object *skop, *spob; 2782 object *skop, *spob;
3405 2783
3432} 2810}
3433 2811
3434void 2812void
3435make_visible (object *op) 2813make_visible (object *op)
3436{ 2814{
3437 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3438 op->invisible = 0; 2816 op->invisible = 0;
2817
3439 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3440 { 2819 {
3441 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3443 } 2822 }
2823
3444 update_object (op, UP_OBJ_FACE); 2824 update_object (op, UP_OBJ_CHANGE);
3445} 2825}
3446 2826
3447int 2827int
3448is_true_undead (object *op) 2828is_true_undead (object *op)
3449{ 2829{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 2831 return 1;
3454 2832
3455 return 0; 2833 return 0;
3456} 2834}
3457 2835
3458/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 2838 * indicate greater hideability.
3461 */ 2839 */
3462
3463int 2840int
3464hideability (object *ob) 2841hideability (object *ob)
3465{ 2842{
3466 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3467 sint16 x, y; 2844 sint16 x, y;
3468 2845
3469 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3470 return 0; 2847 return 0;
3471 2848
3472 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3473 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3474 2851
3475 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3476 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3477 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3479 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3480 2857
3481 /* scan through all nearby squares for terrain to hide in */ 2858 /* 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]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 { 2862 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue; 2865 continue;
3488 } 2866
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2; 2868 level += 2;
3491 else /* open terrain! */ 2869 else /* open terrain! */
3492 level -= 1; 2870 level -= 1;
3493 } 2871 }
3501/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 2883 */
3506
3507void 2884void
3508do_hidden_move (object *op) 2885do_hidden_move (object *op)
3509{ 2886{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3511 object *skop;
3512 2888
3513 if (!op || !op->map) 2889 if (!op || !op->map)
3514 return; 2890 return;
3515 2891
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3517 2894
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3522 { 2898 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 2900 make_visible (op);
3525 return; 2901 return;
3526 } 2902 }
3527 else 2903 else
3528 num += 20; 2904 num += 20;
3529 } 2905
3530 num += op->map->difficulty; 2906 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 2907 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 2908 num -= hide;
2909
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 2911 {
3535 make_visible (op); 2912 make_visible (op);
2913
3536 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 2916 }
3539 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 2919}
3544 2920
3545/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3546 2922
3547int 2923int
3595 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3596 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3597 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 2978 * 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. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t. 2980 * -b.t.
3605 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3606 */ 2982 */
3607
3608int 2983int
3609player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3610{ 2985{
3611 rv_vector rv; 2986 rv_vector rv;
3612 int dx, dy; 2987 int dx, dy;
3614 if (pl->type != PLAYER) 2989 if (pl->type != PLAYER)
3615 { 2990 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 2992 return -1;
3618 } 2993 }
2994
3619 if (!pl || !op) 2995 if (!pl || !op)
3620 return 0; 2996 return 0;
3621 2997
3622 if (op->head)
3623 {
3624 op = op->head; 2998 op = op->head_ ();
3625 } 2999
3626 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3627 3001
3628 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3003 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3631 * a blocked los square. 3005 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3633 */ 3007 */
3634 while (op) 3008 while (op)
3635 { 3009 {
3636 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3638 3012
3639 /* only the viewable area the player sees is updated by LOS 3013 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; 3014 return 1;
3015
3647 op = op->more; 3016 op = op->more;
3648 } 3017 }
3649 return 0;
3650}
3651 3018
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; 3019 return 0;
3678} 3020}
3679 3021
3680/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3023 * 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 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */ 3029 */
3688int 3030int
3689op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3690{ 3032{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3033 /* 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), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3040 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3042 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3705 { 3047 {
3706 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 { 3050 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3712 { 3052 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3714 { 3054 {
3715 if (x != NULL && y != NULL) 3055 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3717 return 1; 3058 return 1;
3718 } 3059 }
3719 } 3060 }
3720 } 3061 }
3062
3721 if (x != NULL && y != NULL) 3063 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3723 return 1; 3066 return 1;
3724 } 3067 }
3725 } 3068 }
3726 } 3069 }
3070
3727 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3728 return 0; 3072 return 0;
3729} 3073}
3730 3074
3731/* 3075/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3092 int i = 0, j = 0;
3749 3093
3750 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3103
3760 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3761 return; 3105 return;
3762 3106
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3108
3765 if (tr == NULL || tr->item == NULL) 3109 if (!tr || !tr->item)
3766 { 3110 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3112 return;
3769 } 3113 }
3770 3114
3771 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3116 item = tr->item;
3773 3117
3774 if (item->type == SPELL) 3118 if (item->type == SPELL)
3775 { 3119 {
3776 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3777 return; 3121 return;
3836 { 3180 {
3837 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3182 object *skin;
3839 3183
3840 /* first get the dragon skin force */ 3184 /* 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) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3843 ; 3186 ;
3844 3187
3845 if (!skin) 3188 if (!skin)
3846 return; 3189 return;
3847 3190
3880 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3881 } 3224 }
3882 else 3225 else
3883 { 3226 {
3884 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3885 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3886 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 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); 3230 who->insert (tmp);
3888 if (who->type == PLAYER)
3889 esrv_send_item (who, tmp);
3890 } 3231 }
3891} 3232}
3892 3233
3893/** 3234/**
3894 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3895 * not readied. 3236 * not readied.
3896 */ 3237 */
3897void 3238void
3898player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3899{ 3240{
3900 rangetype i; 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3901 3243
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3244 if (pl->combat_ob == ob)
3903 { 3245 pl->combat_ob = 0;
3246
3904 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3905 { 3248 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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