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Comparing deliantra/server/server/player.C (file contents):
Revision 1.28 by root, Mon Nov 13 20:57:16 2006 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <sounds.h> 29#include <sounds.h>
32#include <living.h> 30#include <living.h>
33#include <object.h> 31#include <object.h>
34#include <spells.h> 32#include <spells.h>
35#include <skills.h> 33#include <skills.h>
36#include <newclient.h>
37 34
38#ifdef COZY_SERVER 35#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 36#include <functional>
40#endif
41 37
42player * 38playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
175 }
176 strncat (news + size, buf, HUGE_BUF - size);
177 size += strlen (buf);
178 }
179 }
180
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310 39
311/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
312static void 41static void
313set_first_map (object *op) 42set_first_map (object *op)
314{ 43{
315 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
316 op->x = -1; 45 op->x = -1;
317 op->y = -1; 46 op->y = -1;
318 enter_exit (op, NULL);
319} 47}
320 48
321/* Tries to add player on the connection passwd in ns. 49void
322 * All we can really get in this is some settings like host and display 50player::activate ()
323 * mode.
324 */
325
326int
327add_player (NewSocket * ns)
328{ 51{
329 player *p; 52 if (active)
53 return;
330 54
331 p = get_player (NULL); 55 players.insert (this);
332 p->socket = *ns; 56 ob->remove ();
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
334 62
335 if (p->socket.faces_sent == NULL) 63void
336 fatal (OUT_OF_MEMORY); 64player::deactivate ()
65{
66 if (!active)
67 return;
337 68
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 69 terminate_all_pets (ob);
339 /* Needed because the socket we just copied over needs to be cleared. 70 remove_friendly_object (ob);
340 * Note that this can result in a client reset if there is partial data 71 ob->deactivate_recursive ();
341 * on the uncoming socket. 72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
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.
342 */ 235 */
343 p->socket.inbuf.len = 0; 236 outputs_sync = 4;
344 set_first_map (p->ob); 237 outputs_count = 4;
238 unapply = unapply_nochoice;
345 239
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 240 savebed_map = first_map_path; /* Init. respawn position */
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352 241
353 return 0; 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);
354} 273}
355 274
356/* 275/*
357 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
360 */ 279 */
361archetype * 280static archetype *
362get_player_archetype (archetype *at) 281get_player_archetype (archetype *at)
363{ 282{
364 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);
365 290
366 for (;;) 291 for (;;)
367 { 292 {
368 if (at == NULL || at->next == NULL) 293 if (++i == archetypes.end ())
369 at = first_archetype; 294 i = archetypes.begin ();
370 else 295 else if (*i == at)
371 at = at->next; 296 cleanup ("not a single player archetype found");
297
372 if (at->clone.type == PLAYER) 298 if ((*i)->type == PLAYER)
373 return at; 299 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 300 }
380} 301}
381 302
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;
321}
382 322
383object * 323object *
384get_nearest_player (object *mon) 324get_nearest_player (object *mon)
385{ 325{
386 object *op = NULL; 326 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 327 objectlink *ol;
389 unsigned lastdist; 328 unsigned lastdist;
390 rv_vector rv; 329 rv_vector rv;
391 330
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 332 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 334 continue;
422 335
423 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
424 { 337 {
425 op = ol->ob; 338 op = ol->ob;
426 lastdist = rv.distance; 339 lastdist = rv.distance;
427 } 340 }
428 } 341 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 342
430 { 343 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
435 { 346 {
436 op = pl->ob; 347 op = pl->ob;
437 lastdist = rv.distance; 348 lastdist = rv.distance;
438 } 349 }
439 } 350
440 }
441#if 0 351#if 0
442 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)");
443#endif 353#endif
444 return op; 354 return op;
445} 355}
463 * circling behaviour. Unfortunately, this function is also used to determined 373 * circling behaviour. Unfortunately, this function is also used to determined
464 * 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
465 * is probably not a good thing. 375 * is probably not a good thing.
466 */ 376 */
467#define MAX_SPACES 50 377#define MAX_SPACES 50
468
469 378
470/* 379/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * 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
473 * 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
504 x = mon->x; 413 x = mon->x;
505 y = mon->y; 414 y = mon->y;
506 m = mon->map; 415 m = mon->map;
507 dir = rv.direction; 416 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 421 if (diff > max)
512 return 0; 422 return 0;
423
513 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
514 { 425 {
515 lastx = x; 426 lastx = x;
516 lasty = y; 427 lasty = y;
517 lastmap = m; 428 lastmap = m;
599 max--; 510 max--;
600 lastdir = dir; 511 lastdir = dir;
601 if (!firstdir) 512 if (!firstdir)
602 firstdir = dir; 513 firstdir = dir;
603 } 514 }
515
604 if (diff <= 1) 516 if (diff <= 1)
605 { 517 {
606 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 519 * headed toward player for entire distance.
608 */ 520 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 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));
611 } 523 }
524
612 if (diff > max) 525 if (diff > max)
613 return 0; 526 return 0;
614 } 527 }
528
615 /* 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 */
616 if (!max) 530 if (!max)
617 return 0; 531 return 0;
618 532
619 return firstdir; 533 return firstdir;
620} 534}
621 535
622void 536void
623give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
624{ 538{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 539 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 541
630 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
631 { 543 {
632 next = op->below; 544 next = op->below;
633 545
634 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
635 * 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
640 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 553 * by this player due to race restrictions
642 */ 554 */
643 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
644 { 556 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
646 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
649 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))
650 { 564 {
651 remove_ob (op); 565 op->destroy ();
652 free_object (op);
653 continue; 566 continue;
654 } 567 }
655 } 568 }
656 569
657 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
658 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
659 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */ 573 */
663 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
664 { 575 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
669 break; 582 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 } 583 }
584
678 if (op->nrof > 1) 585 if (op->nrof > 1)
679 op->nrof = 1; 586 op->nrof = 1;
680 } 587 }
681 588
682 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 591
687 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
688 * 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
689 * merged properly. 594 * merged properly.
690 */ 595 */
691 if (need_identify (op)) 596 if (need_identify (op))
692 { 597 {
693 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 601 }
602
697 if (op->type == SPELL) 603 if (op->type == SPELL)
698 { 604 {
699 remove_ob (op); 605 op->destroy ();
700 free_object (op);
701 continue; 606 continue;
702 } 607 }
703 else if (op->type == SKILL) 608 else if (op->type == SKILL)
704 { 609 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 611 op->stats.exp = 0;
707 op->level = 1; 612 op->level = 1;
708 } 613 }
709 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
713 617
714 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
715 link_player_skills (pl); 619 pl->contr->link_skills ();
716}
717
718void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 620}
800 621
801void 622void
802get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
803{ 624{
804 if (party == NULL) 625 if (party == NULL)
805 { 626 {
806 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);
807 return; 628 return;
808 } 629 }
630
809 op->contr->write_buf[0] = '\0'; 631 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 635}
814
815 636
816/* 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. */
817int 638static int
818roll_stat (void) 639roll_stat ()
819{ 640{
820 int a[4], i, j, k; 641 int a[4], i, j, k;
821 642
822 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
824 645
825 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 647 if (a[i] < k)
827 k = a[i], j = i; 648 k = a[i], j = i;
828 649
829 for (i = 0, k = 0; i < 4; i++) 650 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 651 if (i != j)
832 k += a[i]; 652 k += a[i];
833 } 653
834 return k; 654 return k;
835} 655}
836 656
837void 657void
838roll_stats (object *op) 658object::roll_stats ()
839{ 659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
840 int sum = 0; 664 int sum = 0;
841 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
843 667
844 do 668 if (sum >= 82 && sum <= 116)
669 break;
845 { 670 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 671
857 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 674
866 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
867 do 676 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 677
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 678 stats.exp = 0;
902 op->stats.ac = 0; 679 stats.ac = 0;
903 680
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 691 contr->orig_stats = stats;
692 }
913} 693}
914 694
915void 695void
916Roll_Again (object *op) 696object::swap_stats (int a, int b)
917{ 697{
918 esrv_new_player (op->contr, 0); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 699
923void 700 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 727{
926 signed char tmp;
927 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
928 729
929 if (op->contr->Swap_First == -1) 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 732}
1044 733
1045/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
1049 * not the class. 738 * not the class.
1050 */ 739 */
1051 740void
1052int 741player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 742{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
1071 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
1073 752
1074 op->contr->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
1075 754
1076 if (op->msg) 755 if (ob->msg)
1077 op->msg = NULL; 756 ob->msg = 0;
1078 757
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 758 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
1093 fix_player (op); 762 ob->update_stats ();
1094 763
1095 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1096 * is one for this race 765 * is one for this race
1097 */ 766 */
1098 if (*first_map_ext_path) 767 if (*first_map_ext_path)
1099 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 769 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 771}
1117 return 0;
1118 }
1119 772
773void
774player::chargen_race_next ()
775{
1120 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1122 */ 778 */
1123 779
1124 tmp_loop = 0; 780 do
1125 while (!tmp_loop)
1126 { 781 {
1127 shstr name = op->name; 782 shstr name = ob->name;
1128 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1129 784
1130 remove_statbonus (op); 785 ob->remove_statbonus ();
1131 remove_ob (op); 786 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1134 op->instantiate (); 789 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1137 op->x = x; 792 ob->x = x;
1138 op->y = y; 793 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 797 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 798 }
799 while (!allowed_class (ob));
1145 800
1146 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 803 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 806 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158} 807}
1159 808
1160int 809static void
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207}
1208
1209void
1210flee_player (object *op) 810flee_player (object *op)
1211{ 811{
1212 int dir, diff; 812 int dir, diff;
1213 rv_vector rv; 813 rv_vector rv;
1214 814
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 819 return;
1220 } 820 }
1221 821
1222 if (op->enemy == NULL) 822 if (!op->enemy)
1223 { 823 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 826 return;
1227 } 827 }
1228 828
1229 /* Seen some crashes here. Since we don't store an
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL;
1237 return;
1238 }
1239
1240 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))
1241 { 830 {
1242 op->enemy = NULL; 831 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 833 return;
1245 } 834 }
835
1246 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1247 837
1248 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1250 { 840 {
1251 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1252 842
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 844 return;
1256 }
1257 } 845 }
846
1258 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 849 op->enemy = NULL;
1261} 850}
1262 851
1263
1264/* 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.
1265 * 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
1266 * stop. 854 * stop.
1267 */ 855 */
1268int 856int
1269check_pick (object *op) 857check_pick (object *op)
1270{ 858{
1271 object *tmp, *next; 859 object *tmp, *next;
1272 int stop = 0; 860 int stop = 0;
1273 int j, k, wvratio; 861 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 862
1276 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1278 return 1; 865 return 1;
1279 866
1280 next = op->below; 867 next = op->below;
1281 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1282 /* 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
1283 * destroyed */ 873 * destroyed */
1284 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1285 { 875 {
1286 tmp = next; 876 tmp = next;
1287 next = tmp->below; 877 next = tmp->below;
1288 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1289 if (op->destroyed ()) 885 if (op->destroyed ())
1290 return 0; 886 return 0;
1291 887
1292 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1293 continue; 889 continue;
1294 890
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 892 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1299 continue; 896 continue;
1300 } 897 }
1301 898
1302 /* 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? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1304 { 961 {
1305 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)
1306 { 1025 {
1307 case 0: 1026 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1027 continue;
1309 case 1:
1310 pick_up (op, tmp);
1311 return 1;
1312 case 2:
1313 pick_up (op, tmp);
1314 return 0;
1315 case 3:
1316 return 0; /* stop before pickup */
1317 case 4:
1318 pick_up (op, tmp);
1319 break;
1320 case 5:
1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1328
1329 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp);
1332 break;
1333
1334 default:
1335 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp);
1339 } 1028 }
1340 } 1029 }
1341 else 1030
1342 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 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)
1345 { 1037 {
1346 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 }
1384 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for
1389 * example.
1390 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#>
1393 */
1394
1395 /* the first two modes are exclusive: if NOTHING we return, if
1396 * STOP then we stop. All the rest are applied sequentially,
1397 * meaning if any test passes, the item gets picked up. */
1398
1399 /* if mode is set to pick nothing up, return */
1400
1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1403
1404 /* if mode is set to stop when encountering objects, return */
1405 /* take STOP before INHIBIT since it doesn't actually pick
1406 * anything up */
1407
1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1410
1411 /* useful for going into stores and not losing your settings... */
1412 /* and for battles wher you don't want to get loaded down while
1413 * fighting */
1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1416
1417 /* prevent us from turning into auto-thieves :) */
1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue; 1039 continue;
1040 }
1420 1041
1421 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1422 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;
1423 continue; 1047 continue;
1048 }
1424 1049
1425 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1426 /* 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
1427 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1428 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"))
1429 { 1121 {
1430 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1123 continue;
1434 } 1124 }
1125 }
1126
1127 /* misc stuff that's useful */
1435 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1437 { 1130 {
1438 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1132 continue;
1442 } 1133 }
1443 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1444 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1445 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
1446 { 1142 */
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1452
1453 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK)
1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1462 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL)
1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1470 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1478
1479 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1488
1489 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1491 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)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1498
1499 if (op->contr->mode & PU_VALUABLES)
1500 { 1145 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1502 { 1149 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n"); 1150 fprintf (stderr, "%s", tmp->name);
1506 continue;
1507 } 1151 }
1508 }
1509
1510 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET)
1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1519
1520 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1529 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW)
1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1537
1538 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1547 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET)
1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1555 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD)
1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1563 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS)
1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1571 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES)
1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1579 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK)
1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1587
1588 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1597
1598 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON)
1600 {
1601 if (tmp->type == WEAPON && tmp->name != NULL)
1602 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 {
1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1612 if (tmp->type == WEAPON && tmp->name == NULL)
1613 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1623
1624 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1633
1634 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */
1636 if (op->contr->mode & PU_RATIO)
1637 {
1638 /* use value density to decide what else to grab */
1639 /* >=7 was >= op->contr->mode */
1640 /* >=7 is the old standard setting. Now we take the last 4 bits
1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1644 {
1645 pick_up (op, tmp);
1646#if 0
1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648 if (tmp->name != NULL)
1649 {
1650 fprintf (stderr, "%s", tmp->name);
1651 }
1652 else 1152 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1655 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))));
1656#endif 1156#endif
1157 CHK_PICK_PICKUP;
1657 continue; 1158 continue;
1658 }
1659 } 1159 }
1660 } /* the new pickup model */ 1160 } /* the new pickup model */
1661 } 1161 }
1162
1662 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;
1663} 1199}
1664 1200
1665/* 1201/*
1666 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1667 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1668 * found object is returned. 1204 * found object is returned.
1669 */ 1205 */
1670object * 1206static object *
1671find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1672{ 1208{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type);
1678 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);
1679 return op; 1218 return arrow;
1219 }
1220
1680 return tmp; 1221 return 0;
1681} 1222}
1682 1223
1683/* 1224/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1229 */
1689 1230static object *
1690object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1692{ 1232{
1693 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1695 1235
1696 if (!type) 1236 if (!type)
1700 { 1240 {
1701 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))
1702 { 1242 {
1703 i = 0; 1243 i = 0;
1704 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1705 if (i > betterby) 1246 if (i > betterby)
1706 { 1247 {
1707 tmp = ntmp; 1248 tmp = ntmp;
1708 betterby = i; 1249 betterby = i;
1709 } 1250 }
1710 } 1251 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1253 {
1713 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1715 { 1256 {
1716 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1717 { 1258 {
1718 *better = 100; 1259 *better = 100;
1719 return arrow; 1260 return arrow;
1727 else 1268 else
1728 { 1269 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1271 {
1731 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 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)
1734 { 1275 {
1735 tmp = arrow; 1276 tmp = arrow;
1736 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;
1737 } 1278 }
1738 } 1279 }
1280
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1282 {
1741 tmp = arrow; 1283 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 } 1285 }
1286
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1288 {
1746 tmp = arrow; 1289 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1291 }
1749 } 1292 }
1750 } 1293 }
1751 } 1294 }
1295
1752 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1297 return find_arrow (op, type);
1754 1298
1755 *better = betterby; 1299 *better = betterby;
1756 return tmp; 1300 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1305 * op = the shooter
1762 * type = bow->race 1306 * type = bow->race
1763 * dir = fire direction 1307 * dir = fire direction
1764 */ 1308 */
1765 1309static object *
1766object *
1767pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1768{ 1311{
1769 object *tmp = NULL; 1312 object *tmp = NULL;
1770 maptile *m; 1313 maptile *m;
1771 int i, mflags, found, number; 1314 int i, mflags, found, number;
1772 sint16 x, y; 1315 sint16 x, y;
1787 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1788 { 1331 {
1789 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1790 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1791 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 { 1337 {
1794 tmp = NULL; 1338 tmp = 0;
1795 break; 1339 break;
1796 } 1340 }
1797 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)
1798 { 1342 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1801 */ 1345 */
1802 tmp = NULL; 1346 tmp = 0;
1803 break; 1347 break;
1804 } 1348 }
1349
1805 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1806 {
1807 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)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1814 break; 1353 break;
1815 }
1816 } 1354 }
1817 if (tmp == NULL) 1355
1356 if (!tmp)
1818 return find_arrow (op, type); 1357 return find_arrow (op, type);
1819 1358
1820 if (tmp->head) 1359 if (tmp->head)
1821 tmp = tmp->head; 1360 tmp = tmp->head;
1822 1361
1835 */ 1374 */
1836int 1375int
1837fire_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)
1838{ 1377{
1839 object *left, *bow; 1378 object *left, *bow;
1840 int bowspeed, mflags; 1379 int mflags;
1841 maptile *m; 1380 maptile *m;
1842 1381
1843 if (!dir) 1382 if (!dir)
1844 { 1383 {
1845 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!");
1846 return 0; 1385 return 0;
1847 } 1386 }
1848 if (op->type == PLAYER) 1387
1849 bow = op->contr->ranges[range_bow]; 1388 if (op->contr)
1389 bow = op->current_weapon;
1850 else 1390 else
1851 { 1391 {
1852 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1399 if (!bow)
1860 { 1400 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1402 return 0;
1863 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1864 } 1407 }
1408
1865 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1866 { 1410 {
1867 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);
1868 return 0; 1412 return 0;
1869 } 1413 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1414
1879 if (arrow == NULL) 1415 if (arrow == NULL)
1880 { 1416 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1418 {
1883 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1422 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1888 return 0; 1425 return 0;
1889 } 1426 }
1890 } 1427 }
1428
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1430 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1431 return 0;
1895 } 1432
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1434 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1436 return 0;
1900 } 1437 }
1901 1438
1902 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1904 { 1441 {
1905 remove_ob (arrow); 1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1906 free_object (arrow); 1443 arrow->destroy ();
1907 return 0; 1444 return 0;
1908 } 1445 }
1909 1446
1910 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1912 if (arrow == NULL) 1449 if (!arrow)
1913 { 1450 {
1914 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);
1915 return 0; 1452 return 0;
1916 } 1453 }
1917 set_owner (arrow, op); 1454
1455 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1457 arrow->direction = dir;
1921 arrow->x = sx; 1458
1922 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;
1923 1489
1924 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1925 { 1491 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 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;
1959 } 1499 }
1960 else 1500 else
1961 { 1501 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1502 arrow->level = op->level;
1964 } 1503 arrow->stats.wc -= bow->magic;
1965 1504
1966 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1967 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1968 1510
1969 if (bow->slaying != NULL) 1511 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1513
1972 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1517
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1978 1520
1979 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1522 move_arrow (arrow);
1981
1982 if (op->type == PLAYER)
1983 {
1984 if (left->destroyed ())
1985 esrv_del_item (op->contr, left->count);
1986 else
1987 esrv_send_item (op, left);
1988 }
1989 1523
1990 return 1; 1524 return 1;
1991} 1525}
1992 1526
1993/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1995 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1996 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1997 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1998 * hence the function name. 1532 * hence the function name.
1999 */ 1533 */
2000int 1534static int
2001player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
2002{ 1536{
2003 int ret = 0, wcmod = 0; 1537 int ret;
2004 1538
2005 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
2006 { 1540 {
2007 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);
2008 } 1542 }
2009 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)
2010 { 1544 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2012 wcmod = -1;
2013 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);
2014 } 1547 }
2015 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
2016 { 1549 {
2017 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);
2018 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)]);
2019 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)]);
2020 } 1553 }
2021 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1555 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1559 }
2028 else 1560 else
2029 { 1561 {
2030 /* Simple case */ 1562 /* Simple case */
2031 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);
2032 } 1564 }
1565
2033 return ret; 1566 return ret;
2034} 1567}
2035
2036 1568
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
2039 */ 1571 */
2040void 1572static void
2041fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
2042{ 1574{
2043 object *item; 1575 object *item = op->contr->ranged_ob;
2044 1576
2045 if (!op->contr->ranges[range_misc]) 1577 if (!item)
2046 { 1578 {
2047 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.");
2048 return; 1580 return;
2049 } 1581 }
2050 1582
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1583 if (!item->inv)
2053 { 1584 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1586 return;
2056 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
2057 if (item->type == WAND) 1592 if (item->type == WAND)
2058 { 1593 {
2059 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
2060 { 1595 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
2062 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
2063 return; 1599 return;
2064 } 1600 }
2065 } 1601 }
2066 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
2067 { 1603 {
2068 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))
2069 { 1609 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
2071 if (item->type == ROD) 1612 if (item->type == ROD)
2072 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));
2073 else 1614 else
2074 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
2075 return; 1617 return;
2076 } 1618 }
2077 } 1619 }
2078 1620
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
2080 { 1622 {
2081 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
2082 if (item->type == WAND) 1625 if (item->type == WAND)
2083 { 1626 {
2084 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
2085 { 1628 {
2086 object *tmp; 1629 object *tmp;
2087 1630
2088 if (item->arch) 1631 if (item->arch)
2089 { 1632 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
2092 item->speed = 0; 1635 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1636 }
2095 if ((tmp = is_player_inv (item))) 1637
1638 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1640 }
2098 } 1641 }
2099 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1643 drain_rod_charge (item);
2102 }
2103 } 1644 }
2104} 1645}
2105 1646
2106/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
2107 */ 1648 */
2108void 1649bool
2109fire (object *op, int dir) 1650fire (object *op, int dir)
2110{ 1651{
2111 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;
2112 1674
2113 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
2115 make_visible (op); 1677 make_visible (op);
2116 1678
2117 switch (op->contr->shoottype) 1679 switch (ob->type)
2118 { 1680 {
2119 case range_none: 1681 case BOW:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
2124 return; 1683 break;
2125 1684
2126 case range_magic: /* Casting spells */ 1685 case SPELL:
2127 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);
2128 return; 1687 break;
2129 1688
2130 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:
2131 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
2132 return; 1699 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1700 }
2161}
2162 1701
1702 return true;
1703}
2163 1704
2164 1705static object *
2165/* find_key
2166 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic
2169 * for both is the same - just the specific key is different.
2170 * pl is the player,
2171 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers.
2174 */
2175
2176object *
2177find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
2178{ 1707{
2179 object *tmp, *key; 1708 object *tmp, *key;
2180 1709
2181 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1711 if (!container->inv)
2183 return NULL; 1712 return 0;
2184 1713
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1716 {
2188 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1718 break;
1719
2190 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
2192 */ 1722 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1724 break;
2195 } 1725 }
1726
2196 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1730 * a key, return
2200 */ 1731 */
2201 if (!tmp) 1732 if (!tmp)
2202 { 1733 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 {
2205 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
2207 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
2209 return key; 1738 return key;
2210 } 1739
2211 }
2212 if (!tmp) 1740 if (!tmp)
2213 return NULL; 1741 return 0;
2214 } 1742 }
1743
2215 /* 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,
2216 * see if we actually want to use it 1745 * see if we actually want to use it
2217 */ 1746 */
2218 if (pl != container) 1747 if (pl != container)
2219 { 1748 {
2220 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
2221 if (!pl->contr) 1750 if (!pl->contr)
2222 return NULL; 1751 return 0;
1752
2223 /* cases where this fails: 1753 /* cases where this fails:
2224 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
2225 * are not in the players inventory. 1755 * are not in the players inventory.
2226 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
2227 * containers can be used. 1757 * containers can be used.
2231 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
2232 * 1762 *
2233 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
2234 * all the others. 1764 * all the others.
2235 */ 1765 */
2236 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
2237 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2239 { 1769 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "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));
2242 return NULL; 1772 return NULL;
2243 } 1773 }
2244 } 1774 }
1775
2245 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);
2246} 1802}
2247 1803
2248/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2250 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2251 * 0 otherwise 1807 * 0 otherwise
2252 */ 1808 */
2253static int 1809static int
2254player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2255{ 1811{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2260 */ 1815 */
2261 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2262 1817
2263 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2264 if (key) 1819 if (key)
2265 { 1820 {
2266 object *container = key->env; 1821 object *container = key->env;
2267 1822
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2270 make_visible (op); 1824 make_visible (op);
1825
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2273 if (door->type == DOOR) 1829 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2278 { 1832 {
2279 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);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1835 }
1836
2282 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1839
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2288 } 1841 }
2289 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2290 { 1843 {
2291 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2292 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...");
2293 return 1; 1846 return 1;
2294 } 1847 }
1848
2295 return 0; 1849 return 0;
2296} 1850}
2297 1851
2298/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2303 */ 1857 */
2304 1858bool
2305void
2306move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2307{ 1860{
2308 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2309 sint16 nx, ny; 1862 {
2310 int on_battleground; 1863 --op->speed_left;
2311 maptile *m; 1864 return true;
1865 }
2312 1866
2313 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2315 1869
2316 on_battleground = op_on_battleground (op, NULL, NULL); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2317 1872
2318 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 1880 * move_ob uses.
2326 */ 1881 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2328 { 1897 }
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2330 { 1910 }
2331 m = get_map_from_coord (op->map, &nx, &ny); 1911
2332 if (!m) 1912 /* The following deals with possibly attacking peaceful
2333 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2334 } 1945 }
2335 else 1946 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 1947 return false;
2342 } 1948 }
2343 1949
2344 mon = NULL; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357 1951
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp;
2361 break;
2362 }
2363
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */
2371 return; /* into a wall */
2372
2373 if (mon->head != NULL)
2374 mon = mon->head;
2375
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon))
2378 return;
2379
2380 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them.
2386 */
2387
2388 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive.
2391 */
2392 if ((op->type == PLAYER)
2393#if COZY_SERVER
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2397#else
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 {
2402 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced)
2404 return;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2409 return;
2410 }
2411
2412 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2415 * attack them either. 1955 * attack them either.
2416 */ 1956 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 1959 && ((op->contr->peaceful
2420 (op->contr->peaceful 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 1961 && !on_battleground))
2422 && mon->contr-> 1962 {
2423 peaceful)) && 1963 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 1964 {
1965 --op->speed_left;
1966
2429 if (!op->contr->braced) 1967 if (!op->contr->braced)
2430 { 1968 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2433 } 1971 }
2434 else 1972 else
2435 { 1973 op->statusmsg ("You withhold your attack");
2436 new_draw_info (0, 0, op, "You withhold your attack"); 1974
2437 }
2438 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2439 make_visible (op); 1976 make_visible (op);
2440 }
2441 1977
1978 return true;
1979 }
1980 }
2442 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2444 */ 1983 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2446 { 1987 {
1988 --op->speed_left;
1989
2447 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2449 make_visible (op); 1992 make_visible (op);
2450 }
2451 1993
1994 return true;
1995 }
1996 }
2452 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2002 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2005 {
2462 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2007 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2471 2009
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2010 skill_attack (mon, op, 0, 0, 0);
2476 2011
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2491 make_visible (op); 2013 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2014
2496int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2497move_player (object *op, int dir) 2023move_player (object *op, int dir)
2498{ 2024{
2499 int pick;
2500
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2502 return 0; 2026 return 0;
2503 2027
2504 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2506 { 2030 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2032 return 0;
2509 } 2033 }
2510 2034
2511 /* peterm: added following line */ 2035 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2038
2515 op->facing = dir; 2039 op->facing = dir;
2516 2040
2517 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2518 do_hidden_move (op); 2042 do_hidden_move (op);
2519 2043
2044 bool retval;
2045 int pick = 0;
2046
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2048 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2523 fire (op, dir); 2050 retval = fire (op, dir);
2524 else 2051 else
2525 { 2052 {
2526 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2054 pick = check_pick (op);
2528 } 2055 }
2529 2056
2530 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2058 * server can handle repeat firing.
2532 */ 2059 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2060 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2061 op->direction = dir;
2536 }
2537 else 2062 else
2538 {
2539 op->direction = 0; 2063 op->direction = 0;
2540 } 2064
2541 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2067 * for players.
2544 */ 2068 */
2545 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2546 return 0; 2070
2071 return retval;
2547} 2072}
2548 2073
2549/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2075 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2077 * the new speed values for commands.
2553 * 2078 *
2554 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2555 */ 2082 */
2556int 2083bool
2557handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2558{ 2085{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2087 {
2581 flee_player (op); 2088 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2089 {
2585 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2586 return 0; 2093 return true;
2587 } 2094 }
2588 } 2095 else
2589 2096 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2097 }
2601 2098
2602 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2101 * called, so we recheck it here.
2605 */ 2102 */
2606 HandleClient (&op->contr->socket, op->contr); 2103 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2104 return true;
2609 2105
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2108
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2109 return false;
2626} 2110}
2627 2111
2628int 2112static int
2629save_life (object *op) 2113save_life (object *op)
2630{ 2114{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2116 return 0;
2635 2117
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2120 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr) 2123
2642 esrv_del_item (op->contr, tmp->count); 2124 tmp->destroy ();
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2126
2646 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2129
2648 if (op->stats.food < 0) 2130 if (op->stats.food < 0)
2649 op->stats.food = 999; 2131 op->stats.food = 999;
2650 fix_player (op); 2132
2133 op->update_stats ();
2651 return 1; 2134 return 1;
2652 } 2135 }
2136
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2139 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2140 return 0;
2657} 2141}
2658 2142
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2662 * from. 2146 * from.
2663 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2664void 2164void
2665remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2666{ 2166{
2667 object *next; 2167 if (!flag [FLAG_REMOVED])
2668 2168 ::drop_unpaid_items (inv, this);
2669 while (op)
2670 {
2671 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op'
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0);
2682 }
2683 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env);
2685 op = next;
2686 }
2687} 2169}
2688
2689
2690/*
2691 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the
2694 * best, a misc file for object actions is probably better,
2695 * but there isn't one in the server directory.
2696 */
2697char *
2698gravestone_text (object *op)
2699{
2700 static char buf2[MAX_BUF];
2701 char buf[MAX_BUF];
2702 time_t now = time (NULL);
2703
2704 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else
2708 sprintf (buf, "%s\n", &op->name);
2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf);
2711 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf);
2717 if (op->type == PLAYER)
2718 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf);
2722 }
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf);
2726 return buf2;
2727}
2728
2729
2730 2170
2731void 2171void
2732do_some_living (object *op) 2172do_some_living (object *op)
2733{ 2173{
2734 int last_food = op->stats.food; 2174 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2180 int rate_grace = 2000;
2741 const int max_hp = 1; 2181 const int max_hp = 1;
2742 const int max_sp = 1; 2182 const int max_sp = 1;
2743 const int max_grace = 1; 2183 const int max_grace = 1;
2744 2184
2745 if (op->contr->outputs_sync) 2185 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2186 {
2187 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2194 }
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2196 {
2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2202 }
2751 2203
2752 if (op->contr->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2753 { 2205 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2208 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2209 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2210 else
2760 { 2211 {
2761 gen_hp = op->stats.maxhp; 2212 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2213 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2214 }
2215
2764 if (op->contr->gen_sp >= 0) 2216 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2217 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2218 else
2767 { 2219 {
2768 gen_sp = op->stats.maxsp; 2220 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2221 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2222 }
2223
2771 if (op->contr->gen_grace >= 0) 2224 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2226 else
2774 { 2227 {
2775 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2230 }
2778 2231
2779 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp)
2784 {
2785 op->stats.sp++;
2786 /* dms do not consume food */
2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2794 }
2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2825 { 2235 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2236 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2237 op->stats.grace++; /* no penalty in food for regaining grace */
2238
2828 if (max_grace > 1) 2239 if (max_grace > 1)
2829 { 2240 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2242 if (over_grace > 0)
2832 { 2243 {
2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2845 } 2256 }
2846 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2847 } 2258 }
2848 2259
2260 if (op->stats.food > 0)
2261 {
2849 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2850 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2851 {
2852 if (op->stats.hp < op->stats.maxhp)
2853 { 2264 {
2854 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2855 /* dms do not consume food */ 2266
2856 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2857 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2858 op->stats.food--; 2274 op->stats.food--;
2275
2859 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2860 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2863 } 2281 }
2864 } 2282
2865 if (max_hp > 1) 2283 if (max_sp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 { 2284 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2871 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2872 } 2303 }
2873 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2874 { 2312 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2876 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2877 } 2338 }
2878 else 2339 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 } 2341 }
2882 } 2342 }
2883 2343
2884 /* Digestion */ 2344 /* Digestion */
2885 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2886 { 2346 {
2887#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2349
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2351
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2352 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2354 op->stats.food--;
2901 } 2355 }
2902 }
2903 2356
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2358 {
2906 object *tmp, *flesh = NULL; 2359 object *flesh = 0;
2907 2360
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2362 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2367 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2915 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2373 break;
2918 } 2374 }
2919 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2920 flesh = tmp; 2376 flesh = tmp;
2921 } /* End if paid for object */ 2377 }
2922 } /* end of for loop */ 2378
2923 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2380 * eat flesh instead.
2925 */ 2381 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2383 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2929 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2930 } 2396 {
2931 } /* end if player is starving */ 2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2932 2399
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2400 if (op->stats.hp < 0)
2934 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2935 2406
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2407 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2409 kill_player (op);
2410 }
2938} 2411}
2939
2940
2941 2412
2942/* If the player should die (lack of hp, food, etc), we call this. 2413/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2414 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2415 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2416 * file.
2946 */ 2417 */
2947void 2418void
2948kill_player (object *op) 2419kill_player (object *op)
2949{ 2420{
2950 char buf[MAX_BUF];
2951 int x, y; 2421 int x, y;
2952
2953 //int i;
2954 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2955
2956 /* int z;
2957 int num_stats_lose;
2958 int lost_a_stat;
2959 int lose_this_stat;
2960 int this_stat; */
2961 int will_kill_again; 2423 int will_kill_again;
2962 archetype *at; 2424 archetype *at;
2963 object *tmp; 2425 object *tmp;
2964 2426
2965 if (save_life (op)) 2427 if (save_life (op))
2966 return; 2428 return;
2967 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2968 2467
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2471 */
2973 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2974 { 2473 {
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977
2978 /* restore player */
2979 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op);
2981 if (tmp)
2982 {
2983 remove_ob (tmp);
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 }
2987
2988 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op);
2990 if (tmp)
2991 {
2992 remove_ob (tmp);
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 }
2996
2997 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0)
3000 op->stats.food = 999;
3001 2475
3002 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
3004 if (tmp != NULL) 2478
3005 { 2479 tmp->name = format ("%s's finger" , &op->name);
3006 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
3007 tmp->name = buf; 2481 tmp->msg = format (
3008 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
3011 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
3014 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 }
3017 2490
3018 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3021 return; 2496 return;
3022 } 2497 }
3023 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
3024 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
3025 2503
3026 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
3027 2505
3028 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2507
2508 /* save the map location for corpse, gravestone */
2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2512
2513 /* NOT_PERMADEATH code. This basically brings the character back to
2514 * life if they are dead - it takes some exp and a random stat.
2515 * See the config.h file for a little more in depth detail about this.
2516 */
2517
2518 /* Basically two ways to go - remove a stat permanently, or just
2519 * make it depletion. This bunch of code deals with that aspect
2520 * of death.
2521 */
2522#ifndef COZY_SERVER
2523 if (settings.balanced_stat_loss)
3029 { 2524 {
3030 if (op->contr->explore) 2525 /* If stat loss is permanent, lose one stat only. */
3031 { 2526 /* Lower level chars don't lose as many stats because they suffer
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2527 more if they do. */
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2528 /* Higher level characters can afford things such as potions of
3034 op->stats.food = 999; 2529 restoration, or better, stat potions. So we slug them that
3035 return; 2530 little bit harder. */
3036 } 2531 /* GD */
3037 sprintf (buf, "%s starved to death.", &op->name); 2532 if (settings.stat_loss_on_death)
3038 strcpy (op->contr->killer, "starvation"); 2533 num_stats_lose = 1;
2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3039 } 2536 }
3040 else 2537 else
3041 { 2538 num_stats_lose = 1;
3042 if (op->contr->explore) 2539
3043 { 2540 lost_a_stat = 0;
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2541
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2542 for (z = 0; z < num_stats_lose; z++)
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name);
3050 } 2543 {
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2544 i = rndm (NUM_STATS);
3052 2545
3053 /* save the map location for corpse, gravestone */
3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
3057
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this.
3064 */
3065
3066 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect
3068 * of death.
3069 */
3070#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */
3076 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */
3079 /* GD */
3080 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2547 {
3082 else 2548 /* Pick a random stat and take a point off it. Tell the player
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2549 * what he lost.
2550 */
2551 change_attr_value (&(op->stats), i, -1);
2552 check_stat_bounds (&(op->stats));
2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2554 check_stat_bounds (&(op->contr->orig_stats));
2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2556 lost_a_stat = 1;
3084 } 2557 }
3085 else 2558 else
3086 { 2559 {
3087 num_stats_lose = 1; 2560 /* deplete a stat */
3088 } 2561 archetype *deparch = archetype::find (shstr_depletion);
3089 lost_a_stat = 0; 2562 object *dep;
3090 2563
3091 for (z = 0; z < num_stats_lose; z++) 2564 dep = present_arch_in_ob (deparch, op);
3092 { 2565 if (!dep)
3093 i = RANDOM () % NUM_STATS;
3094
3095 if (settings.stat_loss_on_death)
3096 { 2566 {
3097 /* Pick a random stat and take a point off it. Tell the player 2567 dep = deparch->instance ();
3098 * what he lost. 2568 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2569 }
3107 else 2570 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss)
3108 { 2572 {
3109 /* deplete a stat */ 2573 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2574 /* Get the stat that we're about to deplete. */
3111 object *dep; 2575 this_stat = get_attr_value (&(dep->stats), i);
3112 2576 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2577 {
3116 dep = arch_to_object (deparch); 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2579 int keep_chance = this_stat * this_stat;
3118 } 2580
3119 lose_this_stat = 1; 2581 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2582 if (keep_chance < 1)
2583 keep_chance = 1;
2584
2585 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2587 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2588 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2590 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2591 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2592 else
3161 if (this_stat >= -50)
3162 { 2593 {
3163 change_attr_value (&(dep->stats), i, -1); 2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2599 }
3169 } 2600 }
3170 } 2601 }
2602
2603 if (lose_this_stat)
2604 {
2605 this_stat = get_attr_value (&dep->stats, i);
2606 /* We could try to do something clever like find another
2607 * stat to reduce if this fails. But chances are, if
2608 * stats have been depleted to -50, all are pretty low
2609 * and should be roughly the same, so it shouldn't make a
2610 * difference.
2611 */
2612 if (this_stat >= -50)
2613 {
2614 change_attr_value (&(dep->stats), i, -1);
2615 SET_FLAG (dep, FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
3171 } 2620 }
2621 }
2622 }
2623
3172 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2625 if (!lost_a_stat)
3174 { 2626 {
3175 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2628 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
3178 2630
3179 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3181 else 2633 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3183 } 2635 }
3184#else 2636#else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3186#endif 2638#endif
3187 2639
3188 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
3189 * exp loss on the stone. 2641 * exp loss on the stone.
3190 */ 2642 */
3191 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
3192 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
3193 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
3194 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3195 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
3196 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);
3197 tmp->msg = buf;
3198 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
3199 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
3200 2650
3201 /**************************************/ 2651 /**************************************/
3202 /* */ 2652 /* */
3203 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
3204 /* if we died cause of food, give us */
3205 /* food, and reset HP's... */
3206 /* */ 2654 /* */
3207 /**************************************/ 2655 /**************************************/
3208 2656
3209 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */
3211 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op);
3213 if (tmp)
3214 {
3215 remove_ob (tmp);
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 }
3219
3220 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 }
3228
3229 cure_disease (op, 0); /* remove any disease */
3230
3231 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
3232 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
3233 if (op->stats.food < 100)
3234 op->stats.food = 900;
3235 op->stats.hp = op->stats.maxhp;
3236 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3237 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3238 2659
3239 /* 2660 /*
3240 * Check to see if the player is in a shop. IF so, then check to see if 2661 * Check to see if the player has any unpaid items. If so, remove them
3241 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
3242 * in the map. 2663 */
3243 */ 2664 op->drop_unpaid_items ();
3244 2665
3245 if (is_in_shop (op))
3246 remove_unpaid_objects (op->inv, op);
3247
3248 /****************************************/ 2666 /****************************************/
3249 /* */ 2667 /* */
3250 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3251 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3252 /* */ 2670 /* */
3253 /****************************************/ 2671 /****************************************/
3254 2672
3255 enter_player_savebed (op); 2673 enter_player_savebed (op);
3256 2674
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2675 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2676
3263 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2680 * on the space that might harm the player.
3267 */ 2681 */
3268 will_kill_again = 0; 2682 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 if (tmp->type == SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
3271 will_kill_again |= tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
3272 2686
3273 if (will_kill_again) 2687 if (will_kill_again)
3274 { 2688 {
3275 object *force; 2689 object *force;
3276 int at; 2690 int at;
3277 2691
3278 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3279 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3280 force->speed = 0.1; 2694 force->speed = 0.1f;
3281 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3282 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3283 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3284 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3285 force->resist[at] = 100; 2699 force->resist[at] = 100;
3286 2700
3287 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3288 fix_player (op); 2702 op->update_stats ();
3289
3290 }
3291
3292 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3293 return;
3294 } /* NOT_PERMADETH */
3295 else
3296 { 2703 }
3297 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3298 * should probably be embedded in an else statement.
3299 */
3300 2704
3301 op->contr->party = NULL; 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3302 if (settings.set_title == TRUE)
3303 op->contr->own_title[0] = '\0';
3304 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3305 check_score (op);
3306 if (op->contr->ranges[range_golem] != NULL)
3307 {
3308 remove_friendly_object (op->contr->ranges[range_golem]);
3309 remove_ob (op->contr->ranges[range_golem]);
3310 free_object (op->contr->ranges[range_golem]);
3311 op->contr->ranges[range_golem] = NULL;
3312 op->contr->golem_count = 0;
3313 }
3314 loot_object (op); /* Remove some of the items for good */
3315 remove_ob (op);
3316 op->direction = 0;
3317
3318 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3319 {
3320 delete_character (op->name, 0);
3321 if (settings.resurrection == TRUE)
3322 {
3323 /* save playerfile sans equipment when player dies
3324 ** then save it as player.pl.dead so that future resurrection
3325 ** type spells will work on them nicely
3326 */
3327 delete_character (op->name, 0);
3328 op->stats.hp = op->stats.maxhp;
3329 op->stats.food = 999;
3330
3331 /* set the location of where the person will reappear when */
3332 /* maybe resurrection code should fix map also */
3333 strcpy (op->contr->maplevel, settings.emergency_mapname);
3334 if (op->map != NULL)
3335 op->map = NULL;
3336 op->x = settings.emergency_x;
3337 op->y = settings.emergency_y;
3338 save_player (op, 0);
3339 op->map = map;
3340 /* please see resurrection.c: peterm */
3341 dead_player (op);
3342 }
3343 else
3344 delete_character (op->name, 1);
3345 }
3346
3347 play_again (op);
3348
3349 /* peterm: added to create a corpse at deathsite. */
3350 tmp = arch_to_object (archetype::find ("corpse_pl"));
3351 sprintf (buf, "%s", &op->name);
3352 tmp->name = tmp->name_pl = buf;
3353 tmp->level = op->level;
3354 tmp->x = x;
3355 tmp->y = y;
3356 tmp->msg = gravestone_text (op);
3357 SET_FLAG (tmp, FLAG_UNIQUE);
3358 insert_ob_in_map (tmp, map, NULL, 0);
3359 }
3360} 2706}
3361 2707
3362 2708static void
3363void
3364loot_object (object *op) 2709loot_object (object *op)
3365{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3366 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3367 2712
3368 if (op->container) 2713 op->close_container (); /* close open sack first */
3369 { /* close open sack first */
3370 esrv_apply_container (op, op->container);
3371 }
3372 2714
3373 for (tmp = op->inv; tmp != NULL; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3374 { 2716 {
3375 next = tmp->below; 2717 next = tmp->below;
3376 if (tmp->type == EXPERIENCE || tmp->invisible) 2718
2719 if (tmp->invisible)
3377 continue; 2720 continue;
3378 remove_ob (tmp); 2721
2722 tmp->remove ();
3379 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3380 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3381 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3382 loot_object (tmp); 2727
3383 }
3384 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3385 { 2729 {
3386 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3387 { 2731 {
3388 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3389 free_object (tmp2);
3390 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3391 } 2734 }
3392 else 2735 else
3393 free_object (tmp); 2736 tmp->destroy ();
3394 } 2737 }
3395 else 2738 else
3396 insert_ob_in_map (tmp, op->map, NULL, 0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
3397 } 2740 }
3398} 2741}
3400/* 2743/*
3401 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3402 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3403 * was changed. 2746 * was changed.
3404 */ 2747 */
3405
3406void 2748void
3407fix_weight (void) 2749fix_weight ()
3408{ 2750{
3409 player *pl; 2751 for_all_players (pl)
3410
3411 for (pl = first_player; pl != NULL; pl = pl->next)
3412 { 2752 {
3413 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3414 2754
3415 if (old == sum) 2755 pl->ob->update_weight ();
3416 continue; 2756
3417 fix_player (pl->ob); 2757 if (old != pl->ob->carrying)
2758 {
2759 pl->ob->update_stats ();
3418 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3419 } 2762 }
3420} 2763}
3421 2764
3422void 2765void
3423fix_luck (void) 2766fix_luck ()
3424{ 2767{
3425 player *pl; 2768 for_all_players (pl)
3426
3427 for (pl = first_player; pl != NULL; pl = pl->next)
3428 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3429 change_luck (pl->ob, 0); 2770 pl->ob->change_luck (0);
3430} 2771}
3431
3432 2772
3433/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3434 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3435 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3436 */ 2776 */
3437
3438void 2777void
3439cast_dust (object *op, object *throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3440{ 2779{
3441 object *skop, *spob; 2780 object *skop, *spob;
3442 2781
3463 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3464 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3465 2804
3466 cast_spell (op, throw_ob, dir, spob, NULL); 2805 cast_spell (op, throw_ob, dir, spob, NULL);
3467 2806
3468 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2807 throw_ob->destroy ();
3469 remove_ob (throw_ob);
3470 free_object (throw_ob);
3471} 2808}
3472 2809
3473void 2810void
3474make_visible (object *op) 2811make_visible (object *op)
3475{ 2812{
3476 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3477 op->invisible = 0; 2814 op->invisible = 0;
2815
3478 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3479 { 2817 {
3480 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3481 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3482 } 2820 }
2821
3483 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3484} 2823}
3485 2824
3486int 2825int
3487is_true_undead (object *op) 2826is_true_undead (object *op)
3488{ 2827{
3489 object *tmp = NULL;
3490
3491 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3492 return 1; 2829 return 1;
3493 2830
3494 if (op->type == PLAYER)
3495 for (tmp = op->inv; tmp; tmp = tmp->below)
3496 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3497 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3498 return 1;
3499 return 0; 2831 return 0;
3500} 2832}
3501 2833
3502/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3503 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3504 * indicate greater hideability. 2836 * indicate greater hideability.
3505 */ 2837 */
3506
3507int 2838int
3508hideability (object *ob) 2839hideability (object *ob)
3509{ 2840{
3510 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3511 sint16 x, y; 2842 sint16 x, y;
3512 2843
3513 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3514 return 0; 2845 return 0;
3515 2846
3516 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3517 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3518 2849
3519 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3520 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3521 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3522 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3523 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3524 2855
3525 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3526 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3527 { 2860 {
3528 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3529 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3530 {
3531 continue; 2863 continue;
3532 } 2864
3533 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3534 level += 2; 2866 level += 2;
3535 else /* open terrain! */ 2867 else /* open terrain! */
3536 level -= 1; 2868 level -= 1;
3537 } 2869 }
3545/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3546 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3547 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3548 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3549 */ 2881 */
3550
3551void 2882void
3552do_hidden_move (object *op) 2883do_hidden_move (object *op)
3553{ 2884{
3554 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3555 object *skop;
3556 2886
3557 if (!op || !op->map) 2887 if (!op || !op->map)
3558 return; 2888 return;
3559 2889
3560 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3561 2892
3562 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3563 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3564 {
3565 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3566 { 2896 {
3567 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3568 make_visible (op); 2898 make_visible (op);
3569 return; 2899 return;
3570 } 2900 }
3571 else 2901 else
3572 num += 20; 2902 num += 20;
3573 } 2903
3574 num += op->map->difficulty; 2904 num += op->map->difficulty;
3575 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3576 num -= hide; 2906 num -= hide;
2907
3577 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3578 { 2909 {
3579 make_visible (op); 2910 make_visible (op);
2911
3580 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3581 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3582 } 2914 }
3583 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3584 {
3585 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3586 }
3587} 2917}
3588 2918
3589/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3590 2920
3591int 2921int
3618 if (mflags & P_OUT_OF_MAP) 2948 if (mflags & P_OUT_OF_MAP)
3619 continue; 2949 continue;
3620 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3621 continue; 2951 continue;
3622 2952
3623 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3624 { 2954 {
3625 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3626 return 1; 2956 return 1;
3627 else if (tmp->type == PLAYER) 2957 else if (tmp->type == PLAYER)
3628 { 2958 {
3639 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3640 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3641 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3642 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3643 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3644 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3645 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3646 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3647 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3648 * -b.t. 2978 * -b.t.
3649 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3650 */ 2980 */
3651
3652int 2981int
3653player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3654{ 2983{
3655 rv_vector rv; 2984 rv_vector rv;
3656 int dx, dy; 2985 int dx, dy;
3658 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3659 { 2988 {
3660 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3661 return -1; 2990 return -1;
3662 } 2991 }
2992
3663 if (!pl || !op) 2993 if (!pl || !op)
3664 return 0; 2994 return 0;
3665 2995
3666 if (op->head)
3667 {
3668 op = op->head; 2996 op = op->head_ ();
3669 } 2997
3670 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3671 2999
3672 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3673 * through the object and find if it has any 3001 * through the object and find if it has any
3674 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3675 * a blocked los square. 3003 * a blocked los square.
3676 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3677 */ 3005 */
3678 while (op) 3006 while (op)
3679 { 3007 {
3680 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3681 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3682 3010
3683 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3684 * code, so we need to restrict ourselves to that range of values
3685 * for any meaningful values.
3686 */
3687 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3688 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3689 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3690 return 1; 3012 return 1;
3013
3691 op = op->more; 3014 op = op->more;
3692 } 3015 }
3693 return 0;
3694}
3695 3016
3696/* routine for both players and monsters. We call this when
3697 * there is a possibility for our action distrubing our hiding
3698 * place or invisiblity spell. Artefact invisiblity is not
3699 * effected by this. If we arent invisible to begin with, we
3700 * return 0.
3701 */
3702int
3703action_makes_visible (object *op)
3704{
3705
3706 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3707 {
3708 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3709 return 0;
3710
3711 if (op->contr && op->contr->tmp_invis == 0)
3712 return 0;
3713
3714 /* If monsters, they should become visible */
3715 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3716 {
3717 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3718 return 1;
3719 }
3720 }
3721 return 0; 3017 return 0;
3722} 3018}
3723 3019
3724/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3725 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3730 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3731 */ 3027 */
3732int 3028int
3733op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3734{ 3030{
3735 object *tmp;
3736
3737 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3738 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3739 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3740 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3741 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3742 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3743 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3744 { 3038 {
3745 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3746 { 3040 {
3747 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3748 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3749 { 3045 {
3750 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3751 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3752 {
3753 object *invtmp;
3754
3755 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3756 { 3050 {
3757 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3758 {
3759 if (x != NULL && y != NULL) 3051 if (x && y)
3760 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3761 return 1; 3054 return 1;
3762 }
3763 } 3055 }
3764 } 3056
3765 if (x != NULL && y != NULL) 3057 if (x && y)
3766 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3767 return 1; 3060 return 1;
3768 } 3061 }
3769 } 3062 }
3770 } 3063 }
3064
3771 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3772 return 0; 3066 return 0;
3773} 3067}
3774 3068
3775/* 3069/*
3791 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3792 int i = 0, j = 0; 3086 int i = 0, j = 0;
3793 3087
3794 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3795 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3796 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3797 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3798 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3799 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3800 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3801 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3802 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3803 3097
3804 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3805 return; 3099 return;
3806 3100
3807 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3808 3102
3809 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3810 { 3104 {
3811 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3812 return; 3106 return;
3813 } 3107 }
3814 3108
3815 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3816 item = &(tr->item->clone); 3110 item = tr->item;
3817 3111
3818 if (item->type == SPELL) 3112 if (item->type == SPELL)
3819 { 3113 {
3820 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3821 return; 3115 return;
3880 { 3174 {
3881 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3882 object *skin; 3176 object *skin;
3883 3177
3884 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3885 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3180 ;
3181
3886 if (skin == NULL) 3182 if (!skin)
3887 return; 3183 return;
3888 3184
3889 /* adding new spellpath attunements */ 3185 /* adding new spellpath attunements */
3890 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3186 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3891 { 3187 {
3921 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3922 } 3218 }
3923 else 3219 else
3924 { 3220 {
3925 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3926 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3927 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3928 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3929 if (who->type == PLAYER)
3930 esrv_send_item (who, tmp);
3931 } 3225 }
3932} 3226}
3933 3227
3934/** 3228/**
3935 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3936 * not readied. 3230 * not readied.
3937 */ 3231 */
3938void 3232void
3939player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3940{ 3234{
3941 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3942 3237
3943 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3944 { 3239 pl->combat_ob = 0;
3240
3945 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3946 { 3242 pl->ranged_ob = 0;
3947 pl->ranges[i] = NULL;
3948 if (pl->shoottype == i)
3949 {
3950 pl->shoottype = range_none;
3951 }
3952 }
3953 }
3954} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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