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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
189 if (ns)
190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
193
194 INVOKE_PLAYER (DISCONNECT, this);
195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
242 /* There are some elements we want initialised to non zero value -
243 * we deal with that below this point.
342 */ 244 */
343 p->socket.inbuf.len = 0; 245 outputs_sync = 4;
344 set_first_map (p->ob); 246 outputs_count = 4;
247 unapply = unapply_nochoice;
345 248
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 249 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);
352 250
353 return 0; 251 gen_sp_armour = 10;
252 bowtype = bow_normal;
253 petmode = pet_normal;
254 usekeys = containers;
255 peaceful = 1; /* default peaceful */
256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
260}
261
262void
263player::do_destroy ()
264{
265 disconnect ();
266
267 attachable::do_destroy ();
268
269 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy ();
273 }
274
275 ob = observe = viewpoint = 0;
276}
277
278player::~player ()
279{
280 /* Clear item stack */
281 free (stack_items);
354} 282}
355 283
356/* 284/*
357 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
360 */ 288 */
361archetype * 289static archetype *
362get_player_archetype (archetype *at) 290get_player_archetype (archetype *at)
363{ 291{
364 archetype *start = at; 292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
365 299
366 for (;;) 300 for (;;)
367 { 301 {
368 if (at == NULL || at->next == NULL) 302 if (++i == archetypes.end ())
369 at = first_archetype; 303 i = archetypes.begin ();
370 else 304 else if (*i == at)
371 at = at->next; 305 cleanup ("not a single player archetype found");
306
372 if (at->clone.type == PLAYER) 307 if ((*i)->type == PLAYER)
373 return at; 308 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 309 }
380} 310}
381 311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
330}
382 331
383object * 332object *
384get_nearest_player (object *mon) 333get_nearest_player (object *mon)
385{ 334{
386 object *op = NULL; 335 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 336 objectlink *ol;
389 unsigned lastdist; 337 unsigned lastdist;
390 rv_vector rv; 338 rv_vector rv;
391 339
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 343 continue;
422 344
423 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
424 { 346 {
425 op = ol->ob; 347 op = ol->ob;
426 lastdist = rv.distance; 348 lastdist = rv.distance;
427 } 349 }
428 } 350 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 351
430 { 352 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 353 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 354 if (lastdist > rv.distance)
435 { 355 {
436 op = pl->ob; 356 op = pl->ob;
437 lastdist = rv.distance; 357 lastdist = rv.distance;
438 } 358 }
439 } 359
440 }
441#if 0 360#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 362#endif
444 return op; 363 return op;
445} 364}
463 * circling behaviour. Unfortunately, this function is also used to determined 382 * 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 383 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 384 * is probably not a good thing.
466 */ 385 */
467#define MAX_SPACES 50 386#define MAX_SPACES 50
468
469 387
470/* 388/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * 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 390 * 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 391 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 422 x = mon->x;
505 y = mon->y; 423 y = mon->y;
506 m = mon->map; 424 m = mon->map;
507 dir = rv.direction; 425 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 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); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
510 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 430 if (diff > max)
512 return 0; 431 return 0;
432
513 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
514 { 434 {
515 lastx = x; 435 lastx = x;
516 lasty = y; 436 lasty = y;
517 lastmap = m; 437 lastmap = m;
599 max--; 519 max--;
600 lastdir = dir; 520 lastdir = dir;
601 if (!firstdir) 521 if (!firstdir)
602 firstdir = dir; 522 firstdir = dir;
603 } 523 }
524
604 if (diff <= 1) 525 if (diff <= 1)
605 { 526 {
606 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 528 * headed toward player for entire distance.
608 */ 529 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 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); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 532 }
533
612 if (diff > max) 534 if (diff > max)
613 return 0; 535 return 0;
614 } 536 }
537
615 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
616 if (!max) 539 if (!max)
617 return 0; 540 return 0;
618 541
619 return firstdir; 542 return firstdir;
620} 543}
621 544
622void 545void
623give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
624{ 547{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 548 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 550
630 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
631 { 552 {
632 next = op->below; 553 next = op->below;
633 554
634 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
640 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 562 * by this player due to race restrictions
642 */ 563 */
643 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
644 { 565 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
646 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 573 {
651 remove_ob (op); 574 op->destroy ();
652 free_object (op);
653 continue; 575 continue;
654 } 576 }
655 } 577 }
656 578
657 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
658 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
659 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */ 582 */
663 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
664 { 584 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
587 {
588 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
669 break; 591 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 } 592 }
593
678 if (op->nrof > 1) 594 if (op->nrof > 1)
679 op->nrof = 1; 595 op->nrof = 1;
680 } 596 }
681 597
682 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 600
687 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 603 * merged properly.
690 */ 604 */
691 if (need_identify (op)) 605 if (need_identify (op))
692 { 606 {
693 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 610 }
611
697 if (op->type == SPELL) 612 if (op->type == SPELL)
698 { 613 {
699 remove_ob (op); 614 op->destroy ();
700 free_object (op);
701 continue; 615 continue;
702 } 616 }
703 else if (op->type == SKILL) 617 else if (op->type == SKILL)
704 { 618 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 620 op->stats.exp = 0;
707 op->level = 1; 621 op->level = 1;
708 } 622 }
709 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
713 626
714 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
715 link_player_skills (pl); 628 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} 629}
800 630
801void 631void
802get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
803{ 633{
804 if (party == NULL) 634 if (party == NULL)
805 { 635 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 637 return;
808 } 638 }
639
809 op->contr->write_buf[0] = '\0'; 640 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 644}
814
815 645
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 647static int
818roll_stat (void) 648roll_stat ()
819{ 649{
820 int a[4], i, j, k; 650 int a[4], i, j, k;
821 651
822 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
824 654
825 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 656 if (a[i] < k)
827 k = a[i], j = i; 657 k = a[i], j = i;
828 658
829 for (i = 0, k = 0; i < 4; i++) 659 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 660 if (i != j)
832 k += a[i]; 661 k += a[i];
833 } 662
834 return k; 663 return k;
835} 664}
836 665
837void 666void
838roll_stats (object *op) 667object::roll_stats ()
839{ 668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
840 int sum = 0; 673 int sum = 0;
841 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
843 676
844 do 677 if (sum >= 82 && sum <= 116)
678 break;
845 { 679 }
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);
856 680
857 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 682 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;
865 683
866 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
867 do 685 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);
882 686
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; 687 stats.exp = 0;
902 op->stats.ac = 0; 688 stats.ac = 0;
903 689
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; 690 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 691 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
696 contr->levhp[1] = 9;
697 contr->levsp[1] = 6;
698 contr->levgrace[1] = 3;
699
912 op->contr->orig_stats = op->stats; 700 contr->orig_stats = stats;
701 }
913} 702}
914 703
915void 704void
916Roll_Again (object *op) 705object::swap_stats (int a, int b)
917{ 706{
918 esrv_new_player (op->contr, 0); 707 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}
922 708
923void 709 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
720 stats.hp = stats.maxhp;
721 stats.sp = stats.maxsp;
722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
730 contr->orig_stats = stats;
731 }
732}
733
734static void
735start_info (object *op)
925{ 736{
926 signed char tmp;
927 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
928 738
929 if (op->contr->Swap_First == -1) 739 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); 740 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} 741}
1044 742
1045/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
1049 * not the class. 747 * not the class.
1050 */ 748 */
1051 749void
1052int 750player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 751{
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 */ 752 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 754
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl)
757 create_treasure (tl, ob, 0, 0, 0);
758
1071 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
1073 761
1074 op->contr->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
1075 763
1076 if (op->msg) 764 if (ob->msg)
1077 op->msg = NULL; 765 ob->msg = 0;
1078 766
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); 767 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
1093 fix_player (op); 771 ob->update_stats ();
1094 772
1095 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1096 * is one for this race 774 * is one for this race
1097 */ 775 */
1098 if (*first_map_ext_path) 776 if (*first_map_ext_path)
1099 { 777 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 778 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 780}
1117 return 0;
1118 }
1119 781
782void
783player::chargen_race_next ()
784{
1120 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1122 */ 787 */
1123 788
1124 tmp_loop = 0; 789 do
1125 while (!tmp_loop)
1126 { 790 {
1127 shstr name = op->name; 791 shstr name = ob->name;
1128 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1129 793
1130 remove_statbonus (op); 794 ob->remove_statbonus ();
1131 remove_ob (op); 795 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 797 ob->arch->copy_to (ob);
1134 op->instantiate (); 798 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
1137 op->x = x; 801 ob->x = x;
1138 op->y = y; 802 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 806 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 807 }
808 while (!allowed_class (ob));
1145 809
1146 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 812 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 815 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} 816}
1159 817
1160int 818static 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) 819flee_player (object *op)
1211{ 820{
1212 int dir, diff; 821 int dir, diff;
1213 rv_vector rv; 822 rv_vector rv;
1214 823
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 828 return;
1220 } 829 }
1221 830
1222 if (op->enemy == NULL) 831 if (!op->enemy)
1223 { 832 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 835 return;
1227 } 836 }
1228 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 { 839 {
1242 op->enemy = NULL; 840 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 842 return;
1245 } 843 }
844
1246 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1247 846
1248 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1250 { 849 {
1251 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1252 851
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 853 return;
1256 }
1257 } 854 }
855
1258 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 858 op->enemy = NULL;
1261} 859}
1262 860
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* 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 862 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 863 * stop.
1267 */ 864 */
1268int 865int
1269check_pick (object *op) 866check_pick (object *op)
1270{ 867{
1271 object *tmp, *next; 868 object *tmp, *next;
1272 int stop = 0; 869 int stop = 0;
1273 int j, k, wvratio; 870 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 871
1276 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1278 return 1; 874 return 1;
1279 875
1280 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1281 880
1282 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 882 * destroyed */
1284 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1285 { 884 {
1286 tmp = next; 885 tmp = next;
1287 next = tmp->below; 886 next = tmp->below;
1288 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1289 if (op->destroyed ()) 894 if (op->destroyed ())
1290 return 0; 895 return 0;
1291 896
1292 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1293 continue; 898 continue;
1294 899
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 901 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1299 continue; 905 continue;
1300 } 906 }
1301 907
1302 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1304 { 970 {
1305 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 1034 {
1307 case 0: 1035 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1036 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 } 1037 }
1340 } 1038 }
1341 else 1039
1342 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1345 { 1046 {
1346 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1420 1050
1421 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1423 continue; 1056 continue;
1057 }
1424 1058
1425 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1427 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1130 {
1430 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1431 continue; 1132 continue;
1432 } 1133 }
1134 }
1433 1135
1136 /* misc stuff that's useful */
1434 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1436 { 1139 {
1437 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1438 continue; 1141 continue;
1439 } 1142 }
1440 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1441 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1442 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1443 { 1151 */
1444 pick_up (op, tmp);
1445 continue;
1446 }
1447
1448 /* spellbooks, skillscrolls and normal books/scrolls */
1449 if (op->contr->mode & PU_SPELLBOOK)
1450 if (tmp->type == SPELLBOOK)
1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1456 if (op->contr->mode & PU_SKILLSCROLL)
1457 if (tmp->type == SKILLSCROLL)
1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1463 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 /* wands/staves/rods/horns */
1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1477
1478 /* pick up all magical items */
1479 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 if (op->contr->mode & PU_VALUABLES)
1487 { 1154 {
1488 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1489 { 1158 {
1490 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1491 continue;
1492 } 1160 }
1493 }
1494
1495 /* rings & amulets - talismans seems to be typed AMULET */
1496 if (op->contr->mode & PU_JEWELS)
1497 if (tmp->type == RING || tmp->type == AMULET)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1511 /* bows and arrows. Bows are good for selling! */
1512 if (op->contr->mode & PU_BOW)
1513 if (tmp->type == BOW)
1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1519 if (op->contr->mode & PU_ARROW)
1520 if (tmp->type == ARROW)
1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1526 /* all kinds of armor etc. */
1527 if (op->contr->mode & PU_ARMOUR)
1528 if (tmp->type == ARMOUR)
1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1534 if (op->contr->mode & PU_HELMET)
1535 if (tmp->type == HELMET)
1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1541 if (op->contr->mode & PU_SHIELD)
1542 if (tmp->type == SHIELD)
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 if (op->contr->mode & PU_BOOTS)
1549 if (tmp->type == BOOTS)
1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1555 if (op->contr->mode & PU_GLOVES)
1556 if (tmp->type == GLOVES)
1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1562 if (op->contr->mode & PU_CLOAK)
1563 if (tmp->type == CLOAK)
1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1568
1569 /* hoping to catch throwing daggers here */
1570 if (op->contr->mode & PU_MISSILEWEAPON)
1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1576
1577 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON)
1579 {
1580 if (tmp->type == WEAPON && tmp->name != NULL)
1581 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1584 {
1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1590 if (tmp->type == WEAPON && tmp->name == NULL)
1591 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1593 {
1594 pick_up (op, tmp);
1595 continue;
1596 }
1597 }
1598 }
1599
1600 /* misc stuff that's useful */
1601 if (op->contr->mode & PU_KEY)
1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1607
1608 /* any of the last 4 bits set means we use the ratio for value
1609 * pickups */
1610 if (op->contr->mode & PU_RATIO)
1611 {
1612 /* use value density to decide what else to grab */
1613 /* >=7 was >= op->contr->mode */
1614 /* >=7 is the old standard setting. Now we take the last 4 bits
1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1618 {
1619 pick_up (op, tmp);
1620#if 0
1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1622 if (tmp->name != NULL)
1623 {
1624 fprintf (stderr, "%s", tmp->name);
1625 }
1626 else 1161 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1630#endif 1165#endif
1166 CHK_PICK_PICKUP;
1631 continue; 1167 continue;
1632 }
1633 } 1168 }
1634 } /* the new pickup model */ 1169 } /* the new pickup model */
1635 } 1170 }
1636 1171
1637 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1638} 1208}
1639 1209
1640/* 1210/*
1641 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1642 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1643 * found object is returned. 1213 * found object is returned.
1644 */ 1214 */
1645object * 1215static object *
1646find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1647{ 1217{
1648 object *tmp = NULL;
1649
1650 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1654 return op; 1227 return arrow;
1228 }
1229
1655 return tmp; 1230 return 0;
1656} 1231}
1657 1232
1658/* 1233/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1238 */
1664 1239static object *
1665object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1667{ 1241{
1668 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1670 1244
1671 if (!type) 1245 if (!type)
1675 { 1249 {
1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 { 1251 {
1678 i = 0; 1252 i = 0;
1679 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1680 if (i > betterby) 1255 if (i > betterby)
1681 { 1256 {
1682 tmp = ntmp; 1257 tmp = ntmp;
1683 betterby = i; 1258 betterby = i;
1684 } 1259 }
1685 } 1260 }
1686 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1687 { 1262 {
1688 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1690 { 1265 {
1691 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1692 { 1267 {
1693 *better = 100; 1268 *better = 100;
1694 return arrow; 1269 return arrow;
1702 else 1277 else
1703 { 1278 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1280 {
1706 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1284 {
1710 tmp = arrow; 1285 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1287 }
1713 } 1288 }
1289
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1291 {
1716 tmp = arrow; 1292 tmp = arrow;
1717 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1718 } 1294 }
1295
1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720 { 1297 {
1721 tmp = arrow; 1298 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 } 1300 }
1724 } 1301 }
1725 } 1302 }
1726 } 1303 }
1304
1727 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1728 return find_arrow (op, type); 1306 return find_arrow (op, type);
1729 1307
1730 *better = betterby; 1308 *better = betterby;
1731 return tmp; 1309 return tmp;
1735 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1314 * op = the shooter
1737 * type = bow->race 1315 * type = bow->race
1738 * dir = fire direction 1316 * dir = fire direction
1739 */ 1317 */
1740 1318static object *
1741object *
1742pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1743{ 1320{
1744 object *tmp = NULL; 1321 object *tmp = NULL;
1745 maptile *m; 1322 maptile *m;
1746 int i, mflags, found, number; 1323 int i, mflags, found, number;
1747 sint16 x, y; 1324 sint16 x, y;
1762 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1763 { 1340 {
1764 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1765 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 { 1346 {
1769 tmp = NULL; 1347 tmp = 0;
1770 break; 1348 break;
1771 } 1349 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 { 1351 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1776 */ 1354 */
1777 tmp = NULL; 1355 tmp = 0;
1778 break; 1356 break;
1779 } 1357 }
1358
1780 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1789 break; 1362 break;
1790 }
1791 } 1363 }
1792 if (tmp == NULL) 1364
1365 if (!tmp)
1793 return find_arrow (op, type); 1366 return find_arrow (op, type);
1794 1367
1795 if (tmp->head) 1368 if (tmp->head)
1796 tmp = tmp->head; 1369 tmp = tmp->head;
1797 1370
1810 */ 1383 */
1811int 1384int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1386{
1814 object *left, *bow; 1387 object *left, *bow;
1815 int bowspeed, mflags; 1388 int mflags;
1816 maptile *m; 1389 maptile *m;
1817 1390
1818 if (!dir) 1391 if (!dir)
1819 { 1392 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1394 return 0;
1822 } 1395 }
1823 if (op->type == PLAYER) 1396
1824 bow = op->contr->ranges[range_bow]; 1397 if (op->contr)
1398 bow = op->current_weapon;
1825 else 1399 else
1826 { 1400 {
1827 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1408 if (!bow)
1835 { 1409 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1411 return 0;
1838 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1839 } 1416 }
1417
1840 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1841 { 1419 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1421 return 0;
1844 } 1422 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1423
1854 if (arrow == NULL) 1424 if (arrow == NULL)
1855 { 1425 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1427 {
1858 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1431 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1863 return 0; 1434 return 0;
1864 } 1435 }
1865 } 1436 }
1437
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1439 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1440 return 0;
1870 } 1441
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1443 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1445 return 0;
1875 } 1446 }
1876 1447
1877 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1879 { 1450 {
1880 remove_ob (arrow); 1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1881 free_object (arrow); 1452 arrow->destroy ();
1882 return 0; 1453 return 0;
1883 } 1454 }
1884 1455
1885 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1887 if (arrow == NULL) 1458 if (!arrow)
1888 { 1459 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1461 return 0;
1891 } 1462 }
1892 set_owner (arrow, op); 1463
1464 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1466 arrow->direction = dir;
1896 arrow->x = sx; 1467
1897 arrow->y = sy; 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1498
1899 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1900 { 1500 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1934 } 1508 }
1935 else 1509 else
1936 { 1510 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1511 arrow->level = op->level;
1939 } 1512 arrow->stats.wc -= bow->magic;
1940 1513
1941 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1942 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1943 1519
1944 if (bow->slaying != NULL) 1520 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1522
1947 arrow->map = m; 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1526
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1952 insert_ob_in_map (arrow, m, op, 0); 1528 m->insert (arrow, sx, sy, op);
1953 1529
1954 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1531 move_arrow (arrow);
1956
1957 if (op->type == PLAYER)
1958 {
1959 if (left->destroyed ())
1960 esrv_del_item (op->contr, left->count);
1961 else
1962 esrv_send_item (op, left);
1963 }
1964 1532
1965 return 1; 1533 return 1;
1966} 1534}
1967 1535
1968/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1970 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1971 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1972 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1973 * hence the function name. 1541 * hence the function name.
1974 */ 1542 */
1975int 1543static int
1976player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1977{ 1545{
1978 int ret = 0, wcmod = 0; 1546 int ret;
1979 1547
1980 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1981 { 1549 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1551 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1553 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1987 wcmod = -1;
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1556 }
1990 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1991 { 1558 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1994 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1995 } 1562 }
1996 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1564 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1568 }
2003 else 1569 else
2004 { 1570 {
2005 /* Simple case */ 1571 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1573 }
1574
2008 return ret; 1575 return ret;
2009} 1576}
2010
2011 1577
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
2014 */ 1580 */
2015void 1581static void
2016fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
2017{ 1583{
2018 object *item; 1584 object *item = op->contr->ranged_ob;
2019 1585
2020 if (!op->contr->ranges[range_misc]) 1586 if (!item)
2021 { 1587 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1589 return;
2024 } 1590 }
2025 1591
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1592 if (!item->inv)
2028 { 1593 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1595 return;
2031 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
2032 if (item->type == WAND) 1601 if (item->type == WAND)
2033 { 1602 {
2034 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
2035 { 1604 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
2038 return; 1608 return;
2039 } 1609 }
2040 } 1610 }
2041 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2042 { 1612 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2044 { 1618 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
2046 if (item->type == ROD) 1621 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1623 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
2050 return; 1626 return;
2051 } 1627 }
2052 } 1628 }
2053 1629
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
2055 { 1631 {
2056 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
2057 if (item->type == WAND) 1634 if (item->type == WAND)
2058 { 1635 {
2059 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
2060 { 1637 {
2061 object *tmp; 1638 object *tmp;
2062 1639
2063 if (item->arch) 1640 if (item->arch)
2064 { 1641 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
2067 item->speed = 0; 1644 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1645 }
2070 if ((tmp = is_player_inv (item))) 1646
1647 if (object *pl = item->visible_to ())
2071 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
2072 } 1649 }
2073 } 1650 }
2074 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1652 drain_rod_charge (item);
2077 }
2078 } 1653 }
2079} 1654}
2080 1655
2081/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
2082 */ 1657 */
2083void 1658bool
2084fire (object *op, int dir) 1659fire (object *who, int dir)
2085{ 1660{
2086 int spellcost = 0; 1661 int spellcost = 0;
2087 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
2088 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
2090 make_visible (op); 1686 make_visible (who);
2091 1687
2092 switch (op->contr->shoottype) 1688 switch (ob->type)
2093 { 1689 {
2094 case range_none: 1690 case BOW:
2095 return;
2096
2097 case range_bow:
2098 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
2099 return; 1692 break;
2100 1693
2101 case range_magic: /* Casting spells */ 1694 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2103 return; 1696 break;
2104 1697
2105 case range_misc: 1698 case BUILDER:
2106 fire_misc_object (op, dir);
2107 return;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2111 {
2112 op->contr->ranges[range_golem] = NULL;
2113 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 }
2116 else
2117 control_golem (op->contr->ranges[range_golem], dir);
2118 return;
2119
2120 case range_skill:
2121 if (!op->chosen_skill)
2122 {
2123 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return;
2126 }
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return;
2129 case range_builder:
2130 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
2131 return; 1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
2132 default: 1710 default:
2133 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
2134 return; 1712 break;
2135 } 1713 }
2136}
2137 1714
1715 return true;
1716}
2138 1717
2139 1718static object *
2140/* find_key
2141 * We try to find a key for the door as passed. If we find a key
2142 * and successfully use it, we return the key, otherwise NULL
2143 * This function merges both normal and locked door, since the logic
2144 * for both is the same - just the specific key is different.
2145 * pl is the player,
2146 * inv is the objects inventory to searched
2147 * door is the door we are trying to match against.
2148 * This function can be called recursively to search containers.
2149 */
2150
2151object *
2152find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
2153{ 1720{
2154 object *tmp, *key; 1721 object *tmp, *key;
2155 1722
2156 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
2157 if (container->inv == NULL) 1724 if (!container->inv)
2158 return NULL; 1725 return 0;
2159 1726
2160 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
2161 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
2162 { 1729 {
2163 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
2164 break; 1731 break;
1732
2165 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
2166 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
2167 */ 1735 */
2168 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2169 break; 1737 break;
2170 } 1738 }
1739
2171 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
2172 /* If we find and use a key in an inventory, return at that time. 1741 /* If we find and use a key in an inventory, return at that time.
2173 * otherwise, if we search all the inventories and still don't find 1742 * otherwise, if we search all the inventories and still don't find
2174 * a key, return 1743 * a key, return
2175 */ 1744 */
2176 if (!tmp) 1745 if (!tmp)
2177 { 1746 {
2178 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
2179 {
2180 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
2181 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
2182 {
2183 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
2184 return key; 1751 return key;
2185 } 1752
2186 }
2187 if (!tmp) 1753 if (!tmp)
2188 return NULL; 1754 return 0;
2189 } 1755 }
1756
2190 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
2191 * see if we actually want to use it 1758 * see if we actually want to use it
2192 */ 1759 */
2193 if (pl != container) 1760 if (pl != container)
2194 { 1761 {
2195 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
2196 if (!pl->contr) 1763 if (!pl->contr)
2197 return NULL; 1764 return 0;
1765
2198 /* cases where this fails: 1766 /* cases where this fails:
2199 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
2200 * are not in the players inventory. 1768 * are not in the players inventory.
2201 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
2202 * containers can be used. 1770 * containers can be used.
2206 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
2207 * 1775 *
2208 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
2209 * all the others. 1777 * all the others.
2210 */ 1778 */
2211 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
2212 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
2213 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2214 { 1782 {
2215 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2216 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2217 return NULL; 1785 return NULL;
2218 } 1786 }
2219 } 1787 }
1788
2220 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
2221} 1815}
2222 1816
2223/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
2224 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
2225 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
2226 * 0 otherwise 1820 * 0 otherwise
2227 */ 1821 */
2228static int 1822static int
2229player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
2230{ 1824{
2231
2232 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
2233 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
2234 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
2235 */ 1828 */
2236 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
2237 1830
2238 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
2239 if (key) 1832 if (key)
2240 { 1833 {
2241 object *container = key->env; 1834 object *container = key->env;
2242 1835
2243 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2244 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
2245 make_visible (op); 1837 make_visible (op);
1838
2246 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2247 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
2248 if (door->type == DOOR) 1842 if (door->type == DOOR)
2249 {
2250 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2251 }
2252 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2253 { 1845 {
2254 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2255 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2256 } 1848 }
1849
2257 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2258 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2259 /* Need to update the weight the container the key was in */ 1852
2260 if (container != op)
2261 esrv_update_item (UPD_WEIGHT, op, container);
2262 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2263 } 1854 }
2264 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2265 { 1856 {
2266 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2267 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2268 return 1; 1859 return 1;
2269 } 1860 }
1861
2270 return 0; 1862 return 0;
2271} 1863}
2272 1864
2273/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2274 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2278 */ 1870 */
2279 1871bool
2280void
2281move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2282{ 1873{
2283 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2284 sint16 nx, ny; 1875 {
2285 int on_battleground; 1876 --op->speed_left;
2286 maptile *m; 1877 return true;
1878 }
2287 1879
2288 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2290 1882
2291 on_battleground = op_on_battleground (op, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2292 1885
2293 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2294 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2295 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2296 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2297 * move to some space, it then means that if we are braced, we should 1890 * move to some space, it then means that if we are braced, we should
2298 * do nothing at all. As it is, if we are braced, we go through 1891 * do nothing at all. As it is, if we are braced, we go through
2299 * quite a bit of processing. However, it probably is less than what 1892 * quite a bit of processing. However, it probably is less than what
2300 * move_ob uses. 1893 * move_ob uses.
2301 */ 1894 */
2302 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2303 { 1910 }
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2305 { 1923 }
2306 m = get_map_from_coord (op->map, &nx, &ny); 1924
2307 if (!m) 1925 /* The following deals with possibly attacking peaceful
2308 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2309 } 1958 }
2310 else 1959 else
2311 m = op->map;
2312
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return; 1960 return false;
2317 } 1961 }
2318 1962
2319 mon = NULL; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2320 /* Go through all the objects, and find ones of interest. Only stop if
2321 * we find a monster - that is something we know we want to attack.
2322 * if its a door or barrel (can roll) see if there may be monsters
2323 * on the space
2324 */
2325 while (tmp != NULL)
2326 {
2327 if (tmp == op)
2328 {
2329 tmp = tmp->above;
2330 continue;
2331 }
2332 1964
2333 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2334 {
2335 mon = tmp;
2336 break;
2337 }
2338
2339 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2340 mon = tmp;
2341
2342 tmp = tmp->above;
2343 }
2344
2345 if (mon == NULL) /* This happens anytime the player tries to move */
2346 return; /* into a wall */
2347
2348 if (mon->head != NULL)
2349 mon = mon->head;
2350
2351 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2352 if (player_attack_door (op, mon))
2353 return;
2354
2355 /* The following deals with possibly attacking peaceful
2356 * or frienddly creatures. Basically, all players are considered
2357 * unaggressive. If the moving player has peaceful set, then the
2358 * object should be pushed instead of attacked. It is assumed that
2359 * if you are braced, you will not attack friends accidently,
2360 * and thus will not push them.
2361 */
2362
2363 /* If the creature is a pet, push it even if the player is not
2364 * peaceful. Our assumption is the creature is a pet if the
2365 * player owns it and it is either friendly or unagressive.
2366 */
2367 if ((op->type == PLAYER)
2368#if COZY_SERVER
2369 &&
2370 ((get_owner (mon) && get_owner (mon)->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2372#else
2373 && get_owner (mon) == op
2374#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 {
2377 /* If we're braced, we don't want to switch places with it */
2378 if (op->contr->braced)
2379 return;
2380 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2381 (void) push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op);
2384 return;
2385 }
2386
2387 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2389 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2390 * attack them either. 1968 * attack them either.
2391 */ 1969 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2393 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2394#ifdef PROHIBIT_PLAYERKILL 1972 && ((op->contr->peaceful
2395 (op->contr->peaceful 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2396 || (mon->type == PLAYER 1974 && !on_battleground))
2397 && mon->contr-> 1975 {
2398 peaceful)) && 1976 if (op->speed_left > 0.f)
2399#else
2400 op->contr->peaceful &&
2401#endif
2402 !on_battleground))
2403 { 1977 {
1978 --op->speed_left;
1979
2404 if (!op->contr->braced) 1980 if (!op->contr->braced)
2405 { 1981 {
2406 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2407 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2408 } 1984 }
2409 else 1985 else
2410 { 1986 op->statusmsg ("You withhold your attack");
2411 new_draw_info (0, 0, op, "You withhold your attack"); 1987
2412 }
2413 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2414 make_visible (op); 1989 make_visible (op);
2415 }
2416 1990
1991 return true;
1992 }
1993 }
2417 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2418 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2419 */ 1996 */
2420 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2421 { 2000 {
2001 --op->speed_left;
2002
2422 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2423 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2424 make_visible (op); 2005 make_visible (op);
2425 }
2426 2006
2007 return true;
2008 }
2009 }
2427 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2428 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2429 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2430 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2431 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2015 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2018 {
2437 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2438 /* If the player hasn't hit something this tick, and does
2439 * so, give them speed boost based on weapon speed. Doing
2440 * it here is better than process_players2, which basically
2441 * incurred a 1 tick offset.
2442 */
2443 if (!op->contr->has_hit)
2444 { 2020 {
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2446 2022
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 }
2449
2450 skill_attack (mon, op, 0, NULL, NULL); 2023 skill_attack (mon, op, 0, 0, 0);
2451 2024
2452 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is
2455 * the wiz.
2456 */
2457 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2458 {
2459 short luck = mon->stats.luck;
2460
2461 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL);
2463 mon->stats.luck = luck;
2464 }
2465 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2466 make_visible (op); 2026 make_visible (op);
2467 }
2468 } /* if player should attack something */
2469}
2470 2027
2471int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2472move_player (object *op, int dir) 2036move_player (object *op, int dir)
2473{ 2037{
2474 int pick;
2475
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2477 return 0; 2039 return 0;
2478 2040
2479 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2481 { 2043 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2045 return 0;
2484 } 2046 }
2485 2047
2486 /* peterm: added following line */ 2048 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2051
2490 op->facing = dir; 2052 op->facing = dir;
2491 2053
2492 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2493 do_hidden_move (op); 2055 do_hidden_move (op);
2494 2056
2057 bool retval;
2058 int pick = 0;
2059
2495 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2496 /*nop */ ; 2061 retval = RESULT_INT (0);
2497 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2498 fire (op, dir); 2063 retval = fire (op, dir);
2499 else 2064 else
2500 { 2065 {
2501 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2502 pick = check_pick (op); 2067 pick = check_pick (op);
2503 } 2068 }
2504 2069
2505 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2506 * server can handle repeat firing. 2071 * server can handle repeat firing.
2507 */ 2072 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2074 op->direction = dir;
2511 }
2512 else 2075 else
2513 {
2514 op->direction = 0; 2076 op->direction = 0;
2515 } 2077
2516 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2080 * for players.
2519 */ 2081 */
2520 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2521 return 0; 2083
2084 return retval;
2522} 2085}
2523 2086
2524/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2525 * new client/server stuff. 2088 * new client/server stuff.
2526 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2527 * the new speed values for commands. 2090 * the new speed values for commands.
2528 * 2091 *
2529 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2530 */ 2095 */
2531int 2096bool
2532handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2533{ 2098{
2534 if (op->contr->hidden)
2535 {
2536 op->invisible = 1000;
2537 /* the socket code flashes the player visible/invisible
2538 * depending on the value of invisible, so we need to
2539 * alternate it here for it to work correctly.
2540 */
2541 if (pticks & 2)
2542 op->invisible--;
2543 }
2544 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2545 {
2546 op->invisible--;
2547 if (!op->invisible)
2548 {
2549 make_visible (op);
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2551 }
2552 }
2553
2554 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2555 { 2100 {
2556 flee_player (op); 2101 if (op->speed_left > 0.f)
2557 /* If player is still scared, that is his action for this tick */
2558 if (QUERY_FLAG (op, FLAG_SCARED))
2559 { 2102 {
2560 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2561 return 0; 2106 return true;
2562 } 2107 }
2563 } 2108 else
2564 2109 return false;
2565 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer.
2569 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2572 {
2573 op->contr->ranges[range_golem] = NULL;
2574 op->contr->golem_count = 0;
2575 } 2110 }
2576 2111
2577 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2578 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2114 * called, so we recheck it here.
2580 */ 2115 */
2581 HandleClient (&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2582 if (op->speed_left < 0)
2583 return 0; 2117 return true;
2584 2118
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 {
2587 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--;
2589
2590 /* Instead of all the stuff below, let move_player take care
2591 * of it. Also, some of the skill stuff is only put in
2592 * there, as well as the confusion stuff.
2593 */
2594 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2595 if (op->speed_left > 0) 2121
2596 return 1;
2597 else
2598 return 0;
2599 }
2600 return 0; 2122 return false;
2601} 2123}
2602 2124
2603int 2125static int
2604save_life (object *op) 2126save_life (object *op)
2605{ 2127{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2129 return 0;
2610 2130
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2133 {
2614 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2616 if (op->contr) 2136
2617 esrv_del_item (op->contr, tmp->count); 2137 tmp->destroy ();
2618 remove_ob (tmp);
2619 free_object (tmp);
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2139
2621 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2623 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2624 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2625 fix_player (op); 2145
2146 op->update_stats ();
2626 return 1; 2147 return 1;
2627 } 2148 }
2149
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2153 return 0;
2632} 2154}
2633 2155
2634/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2635 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2636 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2637 * from. 2159 * from.
2638 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2639void 2177void
2640remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2641{ 2179{
2642 object *next; 2180 if (!flag [FLAG_REMOVED])
2643 2181 ::drop_unpaid_items (inv, this);
2644 while (op)
2645 {
2646 next = op->below; /* Make sure we have a good value, in case
2647 * we remove object 'op'
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0);
2657 }
2658 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env);
2660 op = next;
2661 }
2662} 2182}
2663
2664
2665/*
2666 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the
2669 * best, a misc file for object actions is probably better,
2670 * but there isn't one in the server directory.
2671 */
2672char *
2673gravestone_text (object *op)
2674{
2675 static char buf2[MAX_BUF];
2676 char buf[MAX_BUF];
2677 time_t now = time (NULL);
2678
2679 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else
2683 sprintf (buf, "%s\n", &op->name);
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 if (op->type == PLAYER)
2687 sprintf (buf, "who was in level %d when killed\n", op->level);
2688 else
2689 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf);
2692 if (op->type == PLAYER)
2693 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf);
2697 }
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf);
2701 return buf2;
2702}
2703
2704
2705 2183
2706void 2184void
2707do_some_living (object *op) 2185do_some_living (object *op)
2708{ 2186{
2709 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2715 int rate_grace = 2000; 2193 int rate_grace = 2000;
2716 const int max_hp = 1; 2194 const int max_hp = 1;
2717 const int max_sp = 1; 2195 const int max_sp = 1;
2718 const int max_grace = 1; 2196 const int max_grace = 1;
2719 2197
2720 if (op->contr->outputs_sync) 2198 if (op->contr->hidden)
2721 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2199 {
2200 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2207 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2726 2216
2727 if (op->contr->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2728 { 2218 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2221 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2223 else
2735 { 2224 {
2736 gen_hp = op->stats.maxhp; 2225 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2227 }
2228
2739 if (op->contr->gen_sp >= 0) 2229 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2231 else
2742 { 2232 {
2743 gen_sp = op->stats.maxsp; 2233 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2235 }
2236
2746 if (op->contr->gen_grace >= 0) 2237 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2239 else
2749 { 2240 {
2750 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2751 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2752 } 2243 }
2753 2244
2754 /* Regenerate Spell Points */
2755 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2756 {
2757 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2758 if (op->stats.sp < op->stats.maxsp)
2759 {
2760 op->stats.sp++;
2761 /* dms do not consume food */
2762 if (!QUERY_FLAG (op, FLAG_WIZ))
2763 {
2764 op->stats.food--;
2765 if (op->contr->digestion < 0)
2766 op->stats.food += op->contr->digestion;
2767 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2768 op->stats.food = last_food;
2769 }
2770 }
2771 if (max_sp > 1)
2772 {
2773 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0)
2775 {
2776 if (op->stats.sp < op->stats.maxsp)
2777 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2779 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2780 op->stats.sp--;
2781 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp;
2783 }
2784 op->last_sp = 0;
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791 else
2792 {
2793 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2794 }
2795 }
2796
2797 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2798 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2799 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2800 { 2248 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2249 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2803 if (max_grace > 1) 2252 if (max_grace > 1)
2804 { 2253 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2255 if (over_grace > 0)
2807 { 2256 {
2819 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2820 } 2269 }
2821 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2822 } 2271 }
2823 2272
2273 if (op->stats.food > 0)
2274 {
2824 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2825 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2826 {
2827 if (op->stats.hp < op->stats.maxhp)
2828 { 2277 {
2829 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2830 /* dms do not consume food */ 2279
2831 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2832 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2833 op->stats.food--; 2287 op->stats.food--;
2288
2834 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2835 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2836 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2837 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2838 } 2294 }
2839 } 2295
2840 if (max_hp > 1) 2296 if (max_sp > 1)
2841 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0)
2844 { 2297 {
2845 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2846 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2847 } 2316 }
2848 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2849 { 2325 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2851 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2852 } 2351 }
2853 else 2352 else
2854 {
2855 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2856 } 2354 }
2857 } 2355 }
2858 2356
2859 /* Digestion */ 2357 /* Digestion */
2860 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2861 { 2359 {
2862#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2863 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2864 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2865#else
2866 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2867#endif
2868 2362
2869 if (op->contr->gen_hp > 0)
2870 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2871 else 2364
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2873 /* dms do not consume food */ 2365 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2367 op->stats.food--;
2876 } 2368 }
2877 }
2878 2369
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2371 {
2881 object *tmp, *flesh = NULL; 2372 object *flesh = 0;
2882 2373
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2884 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2375 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2380 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2890 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2384
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2386 break;
2893 } 2387 }
2894 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2895 flesh = tmp; 2389 flesh = tmp;
2896 } /* End if paid for object */ 2390 }
2897 } /* end of for loop */ 2391
2898 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2899 * eat flesh instead. 2393 * eat flesh instead.
2900 */ 2394 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2396 {
2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2399 op->apply (flesh);
2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2902 { 2406 }
2903 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2407
2904 manual_apply (op, flesh, 0); 2408 if (op->stats.food < 0)
2905 } 2409 {
2906 } /* end if player is starving */ 2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2907 2412
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2413 if (op->stats.hp < 0)
2909 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2910 2419
2911 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2420 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2912 kill_player (op); 2422 kill_player (op);
2423 }
2913} 2424}
2914
2915
2916 2425
2917/* If the player should die (lack of hp, food, etc), we call this. 2426/* If the player should die (lack of hp, food, etc), we call this.
2918 * op is the player in jeopardy. If the player can not be saved (not 2427 * op is the player in jeopardy. If the player can not be saved (not
2919 * permadeath, no lifesave), this will take care of removing the player 2428 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2429 * file.
2921 */ 2430 */
2922void 2431void
2923kill_player (object *op) 2432kill_player (object *op)
2924{ 2433{
2925 char buf[MAX_BUF];
2926 int x, y; 2434 int x, y;
2927
2928 //int i;
2929 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2930
2931 /* int z;
2932 int num_stats_lose;
2933 int lost_a_stat;
2934 int lose_this_stat;
2935 int this_stat; */
2936 int will_kill_again; 2436 int will_kill_again;
2937 archetype *at; 2437 archetype *at;
2938 object *tmp; 2438 object *tmp;
2939 2439
2940 if (save_life (op)) 2440 if (save_life (op))
2941 return; 2441 return;
2942 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2943 2478
2944 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2945 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2946 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2947 */ 2482 */
2948 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2949 { 2484 {
2950 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2951 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2952
2953 /* restore player */
2954 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op);
2956 if (tmp)
2957 {
2958 remove_ob (tmp);
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 }
2962
2963 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op);
2965 if (tmp)
2966 {
2967 remove_ob (tmp);
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 }
2971
2972 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0)
2975 op->stats.food = 999;
2976 2486
2977 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2979 if (tmp != NULL) 2489
2980 { 2490 tmp->name = format ("%s's finger" , &op->name);
2981 sprintf (buf, "%s's finger", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2982 tmp->name = buf; 2492 tmp->msg = format (
2983 sprintf (buf, " This finger has been cut off %s\n" 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2984 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2495 (int)op->level,
2986 tmp->msg = buf; 2496 op->contr->killer_name ()
2497 );
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2989 tmp->x = op->x, tmp->y = op->y; 2500 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 }
2992 2501
2993 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2996 return; 2507 return;
2997 } 2508 }
2998 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2999 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
3000 2514
3001 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
3002 2516
3003 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2518
2519 /* save the map location for corpse, gravestone */
2520 x = op->x;
2521 y = op->y;
2522 map = op->map;
2523
2524 /* NOT_PERMADEATH code. This basically brings the character back to
2525 * life if they are dead - it takes some exp and a random stat.
2526 * See the config.h file for a little more in depth detail about this.
2527 */
2528
2529 /* Basically two ways to go - remove a stat permanently, or just
2530 * make it depletion. This bunch of code deals with that aspect
2531 * of death.
2532 */
2533#ifndef COZY_SERVER
2534 if (settings.balanced_stat_loss)
3004 { 2535 {
3005 if (op->contr->explore) 2536 /* If stat loss is permanent, lose one stat only. */
3006 { 2537 /* Lower level chars don't lose as many stats because they suffer
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2538 more if they do. */
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2539 /* Higher level characters can afford things such as potions of
3009 op->stats.food = 999; 2540 restoration, or better, stat potions. So we slug them that
3010 return; 2541 little bit harder. */
3011 } 2542 /* GD */
3012 sprintf (buf, "%s starved to death.", &op->name); 2543 if (settings.stat_loss_on_death)
3013 strcpy (op->contr->killer, "starvation"); 2544 num_stats_lose = 1;
2545 else
2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3014 } 2547 }
3015 else 2548 else
3016 { 2549 num_stats_lose = 1;
3017 if (op->contr->explore) 2550
3018 { 2551 lost_a_stat = 0;
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2552
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2553 for (z = 0; z < num_stats_lose; z++)
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name);
3025 } 2554 {
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2555 i = rndm (NUM_STATS);
3027 2556
3028 /* save the map location for corpse, gravestone */
3029 x = op->x;
3030 y = op->y;
3031 map = op->map;
3032
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * life if they are dead - it takes some exp and a random stat.
3038 * See the config.h file for a little more in depth detail about this.
3039 */
3040
3041 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect
3043 * of death.
3044 */
3045#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss)
3047 {
3048 /* If stat loss is permanent, lose one stat only. */
3049 /* Lower level chars don't lose as many stats because they suffer
3050 more if they do. */
3051 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */
3054 /* GD */
3055 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2558 {
3057 else 2559 /* Pick a random stat and take a point off it. Tell the player
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2560 * what he lost.
2561 */
2562 change_attr_value (&(op->stats), i, -1);
2563 check_stat_bounds (&(op->stats));
2564 change_attr_value (&(op->contr->orig_stats), i, -1);
2565 check_stat_bounds (&(op->contr->orig_stats));
2566 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2567 lost_a_stat = 1;
3059 } 2568 }
3060 else 2569 else
3061 { 2570 {
3062 num_stats_lose = 1; 2571 /* deplete a stat */
3063 } 2572 archetype *deparch = archetype::find (shstr_depletion);
3064 lost_a_stat = 0; 2573 object *dep;
3065 2574
3066 for (z = 0; z < num_stats_lose; z++) 2575 dep = present_arch_in_ob (deparch, op);
3067 { 2576 if (!dep)
3068 i = RANDOM () % NUM_STATS;
3069
3070 if (settings.stat_loss_on_death)
3071 { 2577 {
3072 /* Pick a random stat and take a point off it. Tell the player 2578 dep = deparch->instance ();
3073 * what he lost. 2579 insert_ob_in_ob (dep, op);
3074 */
3075 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 lost_a_stat = 1;
3081 } 2580 }
3082 else 2581 lose_this_stat = 1;
2582 if (settings.balanced_stat_loss)
3083 { 2583 {
3084 /* deplete a stat */ 2584 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2585 /* Get the stat that we're about to deplete. */
3086 object *dep; 2586 this_stat = get_attr_value (&(dep->stats), i);
3087 2587 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2588 {
3091 dep = arch_to_object (deparch); 2589 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2590 int keep_chance = this_stat * this_stat;
3093 } 2591
3094 lose_this_stat = 1; 2592 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 if (this_stat < 0) 2593 if (keep_chance < 1)
2594 keep_chance = 1;
2595
2596 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 { 2598 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2599 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2600 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2601 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2602 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2603 else
3136 if (this_stat >= -50)
3137 { 2604 {
3138 change_attr_value (&(dep->stats), i, -1); 2605 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 lost_a_stat = 1; 2606 lose_this_stat = 0;
2607 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2608 this_stat, keep_chance, loss_chance,
2609 lose_this_stat?"LOSE":"KEEP"); */
3143 } 2610 }
3144 } 2611 }
3145 } 2612 }
2613
2614 if (lose_this_stat)
2615 {
2616 this_stat = get_attr_value (&dep->stats, i);
2617 /* We could try to do something clever like find another
2618 * stat to reduce if this fails. But chances are, if
2619 * stats have been depleted to -50, all are pretty low
2620 * and should be roughly the same, so it shouldn't make a
2621 * difference.
2622 */
2623 if (this_stat >= -50)
2624 {
2625 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats ();
2629 lost_a_stat = 1;
2630 }
3146 } 2631 }
2632 }
2633 }
2634
3147 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2636 if (!lost_a_stat)
3149 { 2637 {
3150 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2639 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
3153 2641
3154 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
3155 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3156 else 2644 else
3157 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3158 } 2646 }
3159#else 2647#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3161#endif 2649#endif
3162 2650
3163 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2652 * exp loss on the stone.
3165 */ 2653 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
3167 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
3168 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
3169 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3170 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
3171 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);
3172 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2661
3176 /**************************************/ 2662 /**************************************/
3177 /* */ 2663 /* */
3178 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */
3181 /* */ 2665 /* */
3182 /**************************************/ 2666 /**************************************/
3183 2667
3184 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */
3186 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op);
3188 if (tmp)
3189 {
3190 remove_ob (tmp);
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 }
3194
3195 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op);
3197 if (tmp)
3198 {
3199 remove_ob (tmp);
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 }
3203
3204 cure_disease (op, 0); /* remove any disease */
3205
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100)
3209 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2670
3214 /* 2671 /*
3215 * Check to see if the player is in a shop. IF so, then check to see if 2672 * Check to see if the player has any unpaid items. If so, remove them
3216 * the player has any unpaid items. If so, remove them and put them back 2673 * and put them back in the map.
3217 * in the map. 2674 */
3218 */ 2675 op->drop_unpaid_items ();
3219 2676
3220 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op);
3222
3223 /****************************************/ 2677 /****************************************/
3224 /* */ 2678 /* */
3225 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
3227 /* */ 2681 /* */
3228 /****************************************/ 2682 /****************************************/
3229 2683
3230 enter_player_savebed (op); 2684 enter_player_savebed (op);
3231 2685
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2686 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2687
3238 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2691 * on the space that might harm the player.
3242 */ 2692 */
3243 will_kill_again = 0; 2693 will_kill_again = 0;
3244 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2694 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3245 if (tmp->type == SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
3247 2697
3248 if (will_kill_again) 2698 if (will_kill_again)
3249 { 2699 {
3250 object *force; 2700 object *force;
3251 int at; 2701 int at;
3252 2702
3253 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2705 force->speed = 0.1f;
3256 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
3257 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2710 force->resist[at] = 100;
3261 2711
3262 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
3263 fix_player (op); 2713 op->update_stats ();
3264
3265 }
3266
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 { 2714 }
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275 2715
3276 op->contr->party = NULL; 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2717}
3336 2718
3337 2719static void
3338void
3339loot_object (object *op) 2720loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
3342 2723
3343 if (op->container) 2724 op->close_container (); /* close open sack first */
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container);
3346 }
3347 2725
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
3349 { 2727 {
3350 next = tmp->below; 2728 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2729
2730 if (tmp->invisible)
3352 continue; 2731 continue;
3353 remove_ob (tmp); 2732
2733 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
3355 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
3357 loot_object (tmp); 2738
3358 }
3359 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3360 { 2740 {
3361 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3362 { 2742 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3364 free_object (tmp2);
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2745 }
3367 else 2746 else
3368 free_object (tmp); 2747 tmp->destroy ();
3369 } 2748 }
3370 else 2749 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2751 }
3373} 2752}
3375/* 2754/*
3376 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3377 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3378 * was changed. 2757 * was changed.
3379 */ 2758 */
3380
3381void 2759void
3382fix_weight (void) 2760fix_weight ()
3383{ 2761{
3384 player *pl; 2762 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 2763 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3389 2765
3390 if (old == sum) 2766 pl->ob->update_weight ();
3391 continue; 2767
3392 fix_player (pl->ob); 2768 if (old != pl->ob->carrying)
2769 {
2770 pl->ob->update_stats ();
3393 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3394 } 2773 }
3395} 2774}
3396 2775
3397void 2776void
3398fix_luck (void) 2777fix_luck ()
3399{ 2778{
3400 player *pl; 2779 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 2781 pl->ob->change_luck (0);
3405} 2782}
3406
3407 2783
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3411 */ 2787 */
3412
3413void 2788void
3414cast_dust (object *op, object *throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3415{ 2790{
3416 object *skop, *spob; 2791 object *skop, *spob;
3417 2792
3438 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3439 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3440 2815
3441 cast_spell (op, throw_ob, dir, spob, NULL); 2816 cast_spell (op, throw_ob, dir, spob, NULL);
3442 2817
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2818 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 2819}
3447 2820
3448void 2821void
3449make_visible (object *op) 2822make_visible (object *op)
3450{ 2823{
3451 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3452 op->invisible = 0; 2825 op->invisible = 0;
2826
3453 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3454 { 2828 {
3455 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3456 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3457 } 2831 }
2832
3458 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3459} 2834}
3460 2835
3461int 2836int
3462is_true_undead (object *op) 2837is_true_undead (object *op)
3463{ 2838{
3464 object *tmp = NULL;
3465
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3467 return 1; 2840 return 1;
3468 2841
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 2842 return 0;
3475} 2843}
3476 2844
3477/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3479 * indicate greater hideability. 2847 * indicate greater hideability.
3480 */ 2848 */
3481
3482int 2849int
3483hideability (object *ob) 2850hideability (object *ob)
3484{ 2851{
3485 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3486 sint16 x, y; 2853 sint16 x, y;
3487 2854
3488 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3489 return 0; 2856 return 0;
3490 2857
3491 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3492 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3493 2860
3494 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3495 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3496 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3497 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3498 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3499 2866
3500 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3501 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3502 { 2871 {
3503 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3504 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3505 {
3506 continue; 2874 continue;
3507 } 2875
3508 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3509 level += 2; 2877 level += 2;
3510 else /* open terrain! */ 2878 else /* open terrain! */
3511 level -= 1; 2879 level -= 1;
3512 } 2880 }
3520/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3521 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3522 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3523 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3524 */ 2892 */
3525
3526void 2893void
3527do_hidden_move (object *op) 2894do_hidden_move (object *op)
3528{ 2895{
3529 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3530 object *skop;
3531 2897
3532 if (!op || !op->map) 2898 if (!op || !op->map)
3533 return; 2899 return;
3534 2900
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3536 2903
3537 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3538 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3541 { 2907 {
3542 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3543 make_visible (op); 2909 make_visible (op);
3544 return; 2910 return;
3545 } 2911 }
3546 else 2912 else
3547 num += 20; 2913 num += 20;
3548 } 2914
3549 num += op->map->difficulty; 2915 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 2917 num -= hide;
2918
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 2920 {
3554 make_visible (op); 2921 make_visible (op);
2922
3555 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3556 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3557 } 2925 }
3558 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3559 {
3560 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3561 }
3562} 2928}
3563 2929
3564/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3565 2931
3566int 2932int
3593 if (mflags & P_OUT_OF_MAP) 2959 if (mflags & P_OUT_OF_MAP)
3594 continue; 2960 continue;
3595 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3596 continue; 2962 continue;
3597 2963
3598 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3599 { 2965 {
3600 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3601 return 1; 2967 return 1;
3602 else if (tmp->type == PLAYER) 2968 else if (tmp->type == PLAYER)
3603 { 2969 {
3614 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3615 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3616 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3617 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3618 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3619 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3620 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3621 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3622 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3623 * -b.t. 2989 * -b.t.
3624 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3625 */ 2991 */
3626
3627int 2992int
3628player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3629{ 2994{
3630 rv_vector rv; 2995 rv_vector rv;
3631 int dx, dy; 2996 int dx, dy;
3633 if (pl->type != PLAYER) 2998 if (pl->type != PLAYER)
3634 { 2999 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3001 return -1;
3637 } 3002 }
3003
3638 if (!pl || !op) 3004 if (!pl || !op)
3639 return 0; 3005 return 0;
3640 3006
3641 if (op->head)
3642 {
3643 op = op->head; 3007 op = op->head_ ();
3644 } 3008
3645 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3646 3010
3647 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3012 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3650 * a blocked los square. 3014 * a blocked los square.
3651 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3652 */ 3016 */
3653 while (op) 3017 while (op)
3654 { 3018 {
3655 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3656 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3657 3021
3658 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3659 * code, so we need to restrict ourselves to that range of values
3660 * for any meaningful values.
3661 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3664 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3665 return 1; 3023 return 1;
3024
3666 op = op->more; 3025 op = op->more;
3667 } 3026 }
3668 return 0;
3669}
3670 3027
3671/* routine for both players and monsters. We call this when
3672 * there is a possibility for our action distrubing our hiding
3673 * place or invisiblity spell. Artefact invisiblity is not
3674 * effected by this. If we arent invisible to begin with, we
3675 * return 0.
3676 */
3677int
3678action_makes_visible (object *op)
3679{
3680
3681 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3682 {
3683 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3684 return 0;
3685
3686 if (op->contr && op->contr->tmp_invis == 0)
3687 return 0;
3688
3689 /* If monsters, they should become visible */
3690 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3691 {
3692 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3693 return 1;
3694 }
3695 }
3696 return 0; 3028 return 0;
3697} 3029}
3698 3030
3699/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3700 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3705 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3706 */ 3038 */
3707int 3039int
3708op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3709{ 3041{
3710 object *tmp;
3711
3712 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3713 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3714 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3715 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3716 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3717 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3718 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3719 { 3049 {
3720 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3721 { 3051 {
3722 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3723 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3724 { 3056 {
3725 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3726 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3727 {
3728 object *invtmp;
3729
3730 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3731 { 3061 {
3732 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3733 {
3734 if (x != NULL && y != NULL) 3062 if (x && y)
3735 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3736 return 1; 3065 return 1;
3737 }
3738 } 3066 }
3739 } 3067
3740 if (x != NULL && y != NULL) 3068 if (x && y)
3741 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3742 return 1; 3071 return 1;
3743 } 3072 }
3744 } 3073 }
3745 } 3074 }
3075
3746 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3747 return 0; 3077 return 0;
3748} 3078}
3749 3079
3750/* 3080/*
3766 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3767 int i = 0, j = 0; 3097 int i = 0, j = 0;
3768 3098
3769 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3770 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3771 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3772 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3773 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3774 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3775 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3776 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3777 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3778 3108
3779 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3780 return; 3110 return;
3781 3111
3782 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3783 3113
3784 if (tr == NULL || tr->item == NULL) 3114 if (!tr || !tr->item)
3785 { 3115 {
3786 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3787 return; 3117 return;
3788 } 3118 }
3789 3119
3790 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3791 item = &(tr->item->clone); 3121 item = tr->item;
3792 3122
3793 if (item->type == SPELL) 3123 if (item->type == SPELL)
3794 { 3124 {
3795 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3796 return; 3126 return;
3855 { 3185 {
3856 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3187 object *skin;
3858 3188
3859 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3860 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3191 ;
3192
3861 if (skin == NULL) 3193 if (!skin)
3862 return; 3194 return;
3863 3195
3864 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3198 {
3896 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3897 } 3229 }
3898 else 3230 else
3899 { 3231 {
3900 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3901 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3902 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3903 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3904 if (who->type == PLAYER)
3905 esrv_send_item (who, tmp);
3906 } 3236 }
3907} 3237}
3908 3238
3909/** 3239//-GPL
3910 * Unready an object for a player. This function does nothing if the object was 3240
3911 * not readied. 3241sint8
3912 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3913void 3257void
3914player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3915{ 3259{
3916 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3917
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3919 {
3920 if (pl->ranges[i] == ob)
3921 {
3922 pl->ranges[i] = NULL;
3923 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none;
3926 }
3927 }
3928 }
3929} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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