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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 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#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296}
297 39
298/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
299static void 41static void
300set_first_map (object *op) 42set_first_map (object *op)
301{ 43{
302 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
303 op->x = -1; 45 op->x = -1;
304 op->y = -1; 46 op->y = -1;
305 enter_exit (op, NULL);
306} 47}
307 48
308/* Tries to add player on the connection passwd in ns. 49void
309 * All we can really get in this is some settings like host and display 50player::activate ()
310 * mode.
311 */
312
313int
314add_player (client *ns)
315{ 51{
316 player *p = new player; 52 if (active)
53 return;
317 54
318 p->socket = ns; 55 players.insert (this);
319 ns->pl = p; 56 ob->remove ();
320 57 ob->map = 0;
321 p->next = first_player; 58 ob->activate_recursive ();
322 first_player = p;
323
324 p = get_player (p);
325
326 set_first_map (p->ob);
327
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob); 60 add_friendly_object (ob);
330 send_rules (p->ob); 61}
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334 62
63void
64player::deactivate ()
65{
66 if (!active)
335 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (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.
244 */
245 outputs_sync = 4;
246 outputs_count = 4;
247 unapply = unapply_nochoice;
248
249 savebed_map = first_map_path; /* Init. respawn position */
250
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);
336} 282}
337 283
338/* 284/*
339 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
342 */ 288 */
343archetype * 289static archetype *
344get_player_archetype (archetype *at) 290get_player_archetype (archetype *at)
345{ 291{
346 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);
347 299
348 for (;;) 300 for (;;)
349 { 301 {
350 if (at == NULL || at->next == NULL) 302 if (++i == archetypes.end ())
351 at = first_archetype; 303 i = archetypes.begin ();
352 else 304 else if (*i == at)
353 at = at->next; 305 cleanup ("not a single player archetype found");
306
354 if (at->clone.type == PLAYER) 307 if ((*i)->type == PLAYER)
355 return at; 308 return *i;
356 if (at == start)
357 {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 309 }
362} 310}
363 311
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}
364 331
365object * 332object *
366get_nearest_player (object *mon) 333get_nearest_player (object *mon)
367{ 334{
368 object *op = NULL; 335 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 336 objectlink *ol;
371 unsigned lastdist; 337 unsigned lastdist;
372 rv_vector rv; 338 rv_vector rv;
373 339
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 341 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 343 continue;
404 344
405 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
406 { 346 {
407 op = ol->ob; 347 op = ol->ob;
408 lastdist = rv.distance; 348 lastdist = rv.distance;
409 } 349 }
410 } 350 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 351
412 { 352 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 353 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 354 if (lastdist > rv.distance)
417 { 355 {
418 op = pl->ob; 356 op = pl->ob;
419 lastdist = rv.distance; 357 lastdist = rv.distance;
420 } 358 }
421 } 359
422 }
423#if 0 360#if 0
424 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)");
425#endif 362#endif
426 return op; 363 return op;
427} 364}
445 * circling behaviour. Unfortunately, this function is also used to determined 382 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 383 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 384 * is probably not a good thing.
448 */ 385 */
449#define MAX_SPACES 50 386#define MAX_SPACES 50
450
451 387
452/* 388/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 390 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 391 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 422 x = mon->x;
487 y = mon->y; 423 y = mon->y;
488 m = mon->map; 424 m = mon->map;
489 dir = rv.direction; 425 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 430 if (diff > max)
494 return 0; 431 return 0;
432
495 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
496 { 434 {
497 lastx = x; 435 lastx = x;
498 lasty = y; 436 lasty = y;
499 lastmap = m; 437 lastmap = m;
581 max--; 519 max--;
582 lastdir = dir; 520 lastdir = dir;
583 if (!firstdir) 521 if (!firstdir)
584 firstdir = dir; 522 firstdir = dir;
585 } 523 }
524
586 if (diff <= 1) 525 if (diff <= 1)
587 { 526 {
588 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 528 * headed toward player for entire distance.
590 */ 529 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 532 }
533
594 if (diff > max) 534 if (diff > max)
595 return 0; 535 return 0;
596 } 536 }
537
597 /* 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 */
598 if (!max) 539 if (!max)
599 return 0; 540 return 0;
600 541
601 return firstdir; 542 return firstdir;
602} 543}
603 544
604void 545void
605give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
606{ 547{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 548 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 550
612 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
613 { 552 {
614 next = op->below; 553 next = op->below;
615 554
616 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
617 * 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
622 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 562 * by this player due to race restrictions
624 */ 563 */
625 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
626 { 565 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
628 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
631 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))
632 { 573 {
633 op->destroy (); 574 op->destroy ();
634 continue; 575 continue;
635 } 576 }
636 } 577 }
637 578
638 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 582 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
645 { 584 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 587 {
654 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
656 continue; 591 break;
657 } 592 }
658 593
659 if (op->nrof > 1) 594 if (op->nrof > 1)
660 op->nrof = 1; 595 op->nrof = 1;
661 } 596 }
662 597
663 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 600
668 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
669 * 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
670 * merged properly. 603 * merged properly.
671 */ 604 */
672 if (need_identify (op)) 605 if (need_identify (op))
673 { 606 {
674 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 610 }
611
678 if (op->type == SPELL) 612 if (op->type == SPELL)
679 { 613 {
680 op->destroy (); 614 op->destroy ();
681 continue; 615 continue;
682 } 616 }
684 { 618 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 620 op->stats.exp = 0;
687 op->level = 1; 621 op->level = 1;
688 } 622 }
689 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
693 626
694 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
695 link_player_skills (pl); 628 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 629}
780 630
781void 631void
782get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
783{ 633{
784 if (party == NULL) 634 if (party == NULL)
785 { 635 {
786 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);
787 return; 637 return;
788 } 638 }
639
789 op->contr->write_buf[0] = '\0'; 640 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
792 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:");
793} 644}
794
795 645
796/* 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. */
797int 647static int
798roll_stat (void) 648roll_stat ()
799{ 649{
800 int a[4], i, j, k; 650 int a[4], i, j, k;
801 651
802 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
804 654
805 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 656 if (a[i] < k)
807 k = a[i], j = i; 657 k = a[i], j = i;
808 658
809 for (i = 0, k = 0; i < 4; i++) 659 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 660 if (i != j)
812 k += a[i]; 661 k += a[i];
813 } 662
814 return k; 663 return k;
815} 664}
816 665
817void 666void
818roll_stats (object *op) 667object::roll_stats ()
819{ 668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
820 int sum = 0; 673 int sum = 0;
821 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
823 676
824 do 677 if (sum >= 82 && sum <= 116)
678 break;
825 { 679 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 680
837 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 683
846 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
847 do 685 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 686
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 687 stats.exp = 0;
882 op->stats.ac = 0; 688 stats.ac = 0;
883 689
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 690 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 691 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 700 contr->orig_stats = stats;
701 }
893} 702}
894 703
895void 704void
896Roll_Again (object *op) 705object::swap_stats (int a, int b)
897{ 706{
898 esrv_new_player (op->contr, 0); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 708
903void 709 for (int i = 0; i < NUM_STATS; ++i)
904Swap_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)
905{ 736{
906 signed char tmp;
907 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
908 738
909 if (op->contr->Swap_First == -1) 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 741}
1024 742
1025/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
1029 * not the class. 747 * not the class.
1030 */ 748 */
1031 749void
1032int 750player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 751{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
1049 754
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 756 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
1053 758
1054 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
1056 761
1057 op->contr->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
1058 763
1059 if (op->msg) 764 if (ob->msg)
1060 op->msg = NULL; 765 ob->msg = 0;
1061 766
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 767 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
1076 fix_player (op); 771 ob->update_stats ();
1077 772
1078 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1079 * is one for this race 774 * is one for this race
1080 */ 775 */
1081 if (*first_map_ext_path) 776 if (*first_map_ext_path)
1082 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 778 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 780}
1100 return 0;
1101 }
1102 781
782void
783player::chargen_race_next ()
784{
1103 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1105 */ 787 */
1106 788
1107 tmp_loop = 0; 789 do
1108 while (!tmp_loop)
1109 { 790 {
1110 shstr name = op->name; 791 shstr name = ob->name;
1111 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1112 793
1113 remove_statbonus (op); 794 ob->remove_statbonus ();
1114 op->remove (); 795 ob->remove ();
1115 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1116 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
1117 op->instantiate (); 798 ob->instantiate ();
1118 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1119 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
1120 op->x = x; 801 ob->x = x;
1121 op->y = y; 802 ob->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1124 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
1125 add_statbonus (op); 806 ob->add_statbonus ();
1126 tmp_loop = allowed_class (op);
1127 } 807 }
808 while (!allowed_class (ob));
1128 809
1129 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
1131 fix_player (op); 812 ob->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1134 op->stats.grace = 0; 815 ob->stats.grace = 0;
1135
1136 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0;
1141} 816}
1142 817
1143int 818static void
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190}
1191
1192void
1193flee_player (object *op) 819flee_player (object *op)
1194{ 820{
1195 int dir, diff; 821 int dir, diff;
1196 rv_vector rv; 822 rv_vector rv;
1197 823
1200 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1201 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1202 return; 828 return;
1203 } 829 }
1204 830
1205 if (op->enemy == NULL) 831 if (!op->enemy)
1206 { 832 {
1207 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1208 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1209 return; 835 return;
1210 } 836 }
1211 837
1212 /* Seen some crashes here. Since we don't store an
1213 * op->enemy_count, it is possible that something destroys the
1214 * actual enemy, and the object is recycled.
1215 */
1216 if (op->enemy->map == NULL)
1217 {
1218 CLEAR_FLAG (op, FLAG_SCARED);
1219 op->enemy = NULL;
1220 return;
1221 }
1222
1223 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))
1224 { 839 {
1225 op->enemy = NULL; 840 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 842 return;
1228 } 843 }
844
1229 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1230 846
1231 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1233 { 849 {
1234 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1235 851
1236 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))))
1237 {
1238 return; 853 return;
1239 }
1240 } 854 }
855
1241 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 858 op->enemy = NULL;
1244} 859}
1245 860
1246
1247/* 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.
1248 * 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
1249 * stop. 863 * stop.
1250 */ 864 */
1251int 865int
1252check_pick (object *op) 866check_pick (object *op)
1253{ 867{
1254 object *tmp, *next; 868 object *tmp, *next;
1255 int stop = 0; 869 int stop = 0;
1256 int j, k, wvratio; 870 int wvratio;
1257 char putstring[128], tmpstr[16];
1258 871
1259 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1260 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1261 return 1; 874 return 1;
1262 875
1263 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)
1264 880
1265 /* 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
1266 * destroyed */ 882 * destroyed */
1267 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1268 { 884 {
1269 tmp = next; 885 tmp = next;
1270 next = tmp->below; 886 next = tmp->below;
1271 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1272 if (op->destroyed ()) 894 if (op->destroyed ())
1273 return 0; 895 return 0;
1274 896
1275 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1276 continue; 898 continue;
1277 899
1278 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1279 { 901 {
1280 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1281 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1282 continue; 905 continue;
1283 } 906 }
1284 907
1285 /* 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? */
1286 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1287 { 970 {
1288 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)
1289 { 1034 {
1290 case 0: 1035 CHK_PICK_PICKUP;
1291 return 1; /* don't pick up */ 1036 continue;
1292 case 1:
1293 pick_up (op, tmp);
1294 return 1;
1295 case 2:
1296 pick_up (op, tmp);
1297 return 0;
1298 case 3:
1299 return 0; /* stop before pickup */
1300 case 4:
1301 pick_up (op, tmp);
1302 break;
1303 case 5:
1304 pick_up (op, tmp);
1305 stop = 1;
1306 break;
1307 case 6:
1308 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1309 pick_up (op, tmp);
1310 break;
1311
1312 case 7:
1313 if (tmp->type == MONEY || tmp->type == GEM)
1314 pick_up (op, tmp);
1315 break;
1316
1317 default:
1318 /* use value density */
1319 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1320 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1321 pick_up (op, tmp);
1322 } 1037 }
1323 } 1038 }
1324 else 1039
1325 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1326 /* NEW pickup handling */
1327 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)
1328 { 1046 {
1329 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1330 if (tmp->name != NULL)
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 }
1367 /* philosophy:
1368 * It's easy to grab an item type from a pile, as long as it's
1369 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a
1371 * grab-as-you-run type mode that's really useful for arrows for
1372 * example.
1373 * The drawback: right now it has no frontend, so you need to
1374 * stick the bits you want into a calculator in hex mode and then
1375 * convert to decimal and then 'pickup <#>
1376 */
1377
1378 /* the first two modes are exclusive: if NOTHING we return, if
1379 * STOP then we stop. All the rest are applied sequentially,
1380 * meaning if any test passes, the item gets picked up. */
1381
1382 /* if mode is set to pick nothing up, return */
1383
1384 if (op->contr->mode & PU_NOTHING)
1385 return 1;
1386
1387 /* if mode is set to stop when encountering objects, return */
1388 /* take STOP before INHIBIT since it doesn't actually pick
1389 * anything up */
1390
1391 if (op->contr->mode & PU_STOP)
1392 return 0;
1393
1394 /* useful for going into stores and not losing your settings... */
1395 /* and for battles wher you don't want to get loaded down while
1396 * fighting */
1397 if (op->contr->mode & PU_INHIBIT)
1398 return 1;
1399
1400 /* prevent us from turning into auto-thieves :) */
1401 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1402 continue; 1048 continue;
1049 }
1403 1050
1404 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1405 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;
1406 continue; 1056 continue;
1057 }
1407 1058
1408 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1409 /* 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
1410 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1411 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"))
1412 { 1130 {
1413 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1414 continue; 1132 continue;
1415 } 1133 }
1134 }
1416 1135
1136 /* misc stuff that's useful */
1417 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1418 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1419 { 1139 {
1420 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1421 continue; 1141 continue;
1422 } 1142 }
1423 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1424 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1425 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
1426 { 1151 */
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1431 /* spellbooks, skillscrolls and normal books/scrolls */
1432 if (op->contr->mode & PU_SPELLBOOK)
1433 if (tmp->type == SPELLBOOK)
1434 {
1435 pick_up (op, tmp);
1436 continue;
1437 }
1438
1439 if (op->contr->mode & PU_SKILLSCROLL)
1440 if (tmp->type == SKILLSCROLL)
1441 {
1442 pick_up (op, tmp);
1443 continue;
1444 }
1445
1446 if (op->contr->mode & PU_READABLES)
1447 if (tmp->type == BOOK || tmp->type == SCROLL)
1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1453 /* wands/staves/rods/horns */
1454 if (op->contr->mode & PU_MAGIC_DEVICE)
1455 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 /* pick up all magical items */
1462 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1463 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)
1464 {
1465 pick_up (op, tmp);
1466 continue;
1467 }
1468
1469 if (op->contr->mode & PU_VALUABLES)
1470 { 1154 {
1471 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1472 { 1158 {
1473 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1474 continue;
1475 } 1160 }
1476 }
1477
1478 /* rings & amulets - talismans seems to be typed AMULET */
1479 if (op->contr->mode & PU_JEWELS)
1480 if (tmp->type == RING || tmp->type == AMULET)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 /* we don't forget dragon food */
1487 if (op->contr->mode & PU_FLESH)
1488 if (tmp->type == FLESH)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1494 /* bows and arrows. Bows are good for selling! */
1495 if (op->contr->mode & PU_BOW)
1496 if (tmp->type == BOW)
1497 {
1498 pick_up (op, tmp);
1499 continue;
1500 }
1501
1502 if (op->contr->mode & PU_ARROW)
1503 if (tmp->type == ARROW)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 /* all kinds of armor etc. */
1510 if (op->contr->mode & PU_ARMOUR)
1511 if (tmp->type == ARMOUR)
1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1517 if (op->contr->mode & PU_HELMET)
1518 if (tmp->type == HELMET)
1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1523
1524 if (op->contr->mode & PU_SHIELD)
1525 if (tmp->type == SHIELD)
1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1531 if (op->contr->mode & PU_BOOTS)
1532 if (tmp->type == BOOTS)
1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1538 if (op->contr->mode & PU_GLOVES)
1539 if (tmp->type == GLOVES)
1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1545 if (op->contr->mode & PU_CLOAK)
1546 if (tmp->type == CLOAK)
1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1552 /* hoping to catch throwing daggers here */
1553 if (op->contr->mode & PU_MISSILEWEAPON)
1554 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559
1560 /* careful: chairs and tables are weapons! */
1561 if (op->contr->mode & PU_ALLWEAPON)
1562 {
1563 if (tmp->type == WEAPON && tmp->name != NULL)
1564 {
1565 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1566 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1567 {
1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1572
1573 if (tmp->type == WEAPON && tmp->name == NULL)
1574 {
1575 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1576 {
1577 pick_up (op, tmp);
1578 continue;
1579 }
1580 }
1581 }
1582
1583 /* misc stuff that's useful */
1584 if (op->contr->mode & PU_KEY)
1585 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1586 {
1587 pick_up (op, tmp);
1588 continue;
1589 }
1590
1591 /* any of the last 4 bits set means we use the ratio for value
1592 * pickups */
1593 if (op->contr->mode & PU_RATIO)
1594 {
1595 /* use value density to decide what else to grab */
1596 /* >=7 was >= op->contr->mode */
1597 /* >=7 is the old standard setting. Now we take the last 4 bits
1598 * and multiply them by 5, giving 0..15*5== 5..75 */
1599 wvratio = (op->contr->mode & PU_RATIO) * 5;
1600 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1601 {
1602 pick_up (op, tmp);
1603#if 0
1604 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1605 if (tmp->name != NULL)
1606 {
1607 fprintf (stderr, "%s", tmp->name);
1608 }
1609 else 1161 else
1610 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1611 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1612 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))));
1613#endif 1165#endif
1166 CHK_PICK_PICKUP;
1614 continue; 1167 continue;
1615 }
1616 } 1168 }
1617 } /* the new pickup model */ 1169 } /* the new pickup model */
1618 } 1170 }
1619 1171
1620 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;
1621} 1208}
1622 1209
1623/* 1210/*
1624 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1625 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1626 * found object is returned. 1213 * found object is returned.
1627 */ 1214 */
1628object * 1215static object *
1629find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1630{ 1217{
1631 object *tmp = NULL;
1632
1633 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1634 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1635 tmp = find_arrow (op, type);
1636 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);
1637 return op; 1227 return arrow;
1228 }
1229
1638 return tmp; 1230 return 0;
1639} 1231}
1640 1232
1641/* 1233/*
1642 * 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
1643 * 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
1644 * 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
1645 * 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.
1646 */ 1238 */
1647 1239static object *
1648object *
1649find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1650{ 1241{
1651 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1652 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1653 1244
1654 if (!type) 1245 if (!type)
1658 { 1249 {
1659 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))
1660 { 1251 {
1661 i = 0; 1252 i = 0;
1662 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1663 if (i > betterby) 1255 if (i > betterby)
1664 { 1256 {
1665 tmp = ntmp; 1257 tmp = ntmp;
1666 betterby = i; 1258 betterby = i;
1667 } 1259 }
1668 } 1260 }
1669 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1670 { 1262 {
1671 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1672 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1673 { 1265 {
1674 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1675 { 1267 {
1676 *better = 100; 1268 *better = 100;
1677 return arrow; 1269 return arrow;
1685 else 1277 else
1686 { 1278 {
1687 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688 { 1280 {
1689 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1690 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1691 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)
1692 { 1284 {
1693 tmp = arrow; 1285 tmp = arrow;
1694 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;
1695 } 1287 }
1696 } 1288 }
1289
1697 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1698 { 1291 {
1699 tmp = arrow; 1292 tmp = arrow;
1700 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1701 } 1294 }
1295
1702 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1703 { 1297 {
1704 tmp = arrow; 1298 tmp = arrow;
1705 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1706 } 1300 }
1707 } 1301 }
1708 } 1302 }
1709 } 1303 }
1304
1710 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1711 return find_arrow (op, type); 1306 return find_arrow (op, type);
1712 1307
1713 *better = betterby; 1308 *better = betterby;
1714 return tmp; 1309 return tmp;
1718 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1719 * op = the shooter 1314 * op = the shooter
1720 * type = bow->race 1315 * type = bow->race
1721 * dir = fire direction 1316 * dir = fire direction
1722 */ 1317 */
1723 1318static object *
1724object *
1725pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1726{ 1320{
1727 object *tmp = NULL; 1321 object *tmp = NULL;
1728 maptile *m; 1322 maptile *m;
1729 int i, mflags, found, number; 1323 int i, mflags, found, number;
1730 sint16 x, y; 1324 sint16 x, y;
1745 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1746 { 1340 {
1747 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1748 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1749 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1750 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1751 { 1346 {
1752 tmp = NULL; 1347 tmp = 0;
1753 break; 1348 break;
1754 } 1349 }
1755 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)
1756 { 1351 {
1757 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1758 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1759 */ 1354 */
1760 tmp = NULL; 1355 tmp = 0;
1761 break; 1356 break;
1762 } 1357 }
1358
1763 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1764 {
1765 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)
1766 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1767 {
1768 found++;
1769 break;
1770 }
1771 if (found)
1772 break; 1362 break;
1773 }
1774 } 1363 }
1775 if (tmp == NULL) 1364
1365 if (!tmp)
1776 return find_arrow (op, type); 1366 return find_arrow (op, type);
1777 1367
1778 if (tmp->head) 1368 if (tmp->head)
1779 tmp = tmp->head; 1369 tmp = tmp->head;
1780 1370
1793 */ 1383 */
1794int 1384int
1795fire_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)
1796{ 1386{
1797 object *left, *bow; 1387 object *left, *bow;
1798 int bowspeed, mflags; 1388 int mflags;
1799 maptile *m; 1389 maptile *m;
1800 1390
1801 if (!dir) 1391 if (!dir)
1802 { 1392 {
1803 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!");
1804 return 0; 1394 return 0;
1805 } 1395 }
1806 if (op->type == PLAYER) 1396
1807 bow = op->contr->ranges[range_bow]; 1397 if (op->contr)
1398 bow = op->current_weapon;
1808 else 1399 else
1809 { 1400 {
1810 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1811 /* 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
1812 * 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.
1817 if (!bow) 1408 if (!bow)
1818 { 1409 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1411 return 0;
1821 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1822 } 1416 }
1417
1823 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1824 { 1419 {
1825 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);
1826 return 0; 1421 return 0;
1827 } 1422 }
1828
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830
1831 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1834 if (bowspeed < 1)
1835 bowspeed = 1;
1836 1423
1837 if (arrow == NULL) 1424 if (arrow == NULL)
1838 { 1425 {
1839 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 { 1427 {
1841 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1842 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);
1843 /* 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 */
1844 else 1431 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1846 return 0; 1434 return 0;
1847 } 1435 }
1848 } 1436 }
1437
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1439 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1440 return 0;
1853 } 1441
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1443 {
1856 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.");
1857 return 0; 1445 return 0;
1858 } 1446 }
1859 1447
1860 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1861 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1862 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1863 arrow->destroy (); 1452 arrow->destroy ();
1864 return 0; 1453 return 0;
1865 } 1454 }
1866 1455
1867 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1869 if (arrow == NULL) 1458 if (!arrow)
1870 { 1459 {
1871 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);
1872 return 0; 1461 return 0;
1873 } 1462 }
1463
1874 arrow->set_owner (op); 1464 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1466 arrow->direction = dir;
1878 arrow->x = sx; 1467
1879 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;
1880 1498
1881 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1882 { 1500 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op);
1885 }
1886
1887 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam;
1890 arrow->stats.grace = arrow->attacktype;
1891 if (arrow->slaying != NULL)
1892 arrow->spellarg = strdup (arrow->slaying);
1893
1894 /* Note that this was different for monsters - they got their level
1895 * added to the damage. I think the strength bonus is more proper.
1896 */
1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1900 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903
1904 if (arrow->speed < 1.0)
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0;
1908
1909 if (op->type == PLAYER)
1910 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914
1915 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;
1916 } 1508 }
1917 else 1509 else
1918 { 1510 {
1919 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920 arrow->level = op->level; 1511 arrow->level = op->level;
1921 } 1512 arrow->stats.wc -= bow->magic;
1922 1513
1923 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1924 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1925 1519
1926 if (bow->slaying != NULL) 1520 wc -= arrow->level;
1927 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1928 1522
1929 arrow->map = m; 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1930 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1526
1933 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1934 insert_ob_in_map (arrow, m, op, 0); 1528 m->insert (arrow, sx, sy, op);
1935 1529
1936 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1531 move_arrow (arrow);
1938
1939 if (op->type == PLAYER)
1940 {
1941 if (left->destroyed ())
1942 esrv_del_item (op->contr, left->count);
1943 else
1944 esrv_send_item (op, left);
1945 }
1946 1532
1947 return 1; 1533 return 1;
1948} 1534}
1949 1535
1950/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1952 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1953 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1954 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1955 * hence the function name. 1541 * hence the function name.
1956 */ 1542 */
1957int 1543static int
1958player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1959{ 1545{
1960 int ret = 0, wcmod = 0; 1546 int ret;
1961 1547
1962 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1963 { 1549 {
1964 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);
1965 } 1551 }
1966 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)
1967 { 1553 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1969 wcmod = -1;
1970 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);
1971 } 1556 }
1972 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1973 { 1558 {
1974 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);
1975 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)]);
1976 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)]);
1977 } 1562 }
1978 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1979 { 1564 {
1980 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);
1981 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);
1982 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);
1983
1984 } 1568 }
1985 else 1569 else
1986 { 1570 {
1987 /* Simple case */ 1571 /* Simple case */
1988 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);
1989 } 1573 }
1574
1990 return ret; 1575 return ret;
1991} 1576}
1992
1993 1577
1994/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1995 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1996 */ 1580 */
1997void 1581static void
1998fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1999{ 1583{
2000 object *item; 1584 object *item = op->contr->ranged_ob;
2001 1585
2002 if (!op->contr->ranges[range_misc]) 1586 if (!item)
2003 { 1587 {
2004 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.");
2005 return; 1589 return;
2006 } 1590 }
2007 1591
2008 item = op->contr->ranges[range_misc];
2009 if (!item->inv) 1592 if (!item->inv)
2010 { 1593 {
2011 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2012 return; 1595 return;
2013 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
2014 if (item->type == WAND) 1601 if (item->type == WAND)
2015 { 1602 {
2016 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
2017 { 1604 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
2019 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
2020 return; 1608 return;
2021 } 1609 }
2022 } 1610 }
2023 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2024 { 1612 {
2025 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))
2026 { 1618 {
2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
2028 if (item->type == ROD) 1621 if (item->type == ROD)
2029 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));
2030 else 1623 else
2031 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
2032 return; 1626 return;
2033 } 1627 }
2034 } 1628 }
2035 1629
2036 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
2037 { 1631 {
2038 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
2039 if (item->type == WAND) 1634 if (item->type == WAND)
2040 { 1635 {
2041 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
2042 { 1637 {
2043 object *tmp; 1638 object *tmp;
2044 1639
2045 if (item->arch) 1640 if (item->arch)
2046 { 1641 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
2049 item->speed = 0; 1644 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1645 }
2052 if ((tmp = is_player_inv (item))) 1646
1647 if (object *pl = item->visible_to ())
2053 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
2054 } 1649 }
2055 } 1650 }
2056 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1652 drain_rod_charge (item);
2059 }
2060 } 1653 }
2061} 1654}
2062 1655
2063/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
2064 */ 1657 */
2065void 1658bool
2066fire (object *op, int dir) 1659fire (object *who, int dir)
2067{ 1660{
2068 int spellcost = 0; 1661 int spellcost = 0;
2069 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
2070 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
2071 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
2072 make_visible (op); 1686 make_visible (who);
2073 1687
2074 switch (op->contr->shoottype) 1688 switch (ob->type)
2075 { 1689 {
2076 case range_none: 1690 case BOW:
2077 return;
2078
2079 case range_bow:
2080 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
2081 return; 1692 break;
2082 1693
2083 case range_magic: /* Casting spells */ 1694 case SPELL:
2084 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);
2085 return; 1696 break;
2086 1697
2087 case range_misc: 1698 case BUILDER:
2088 fire_misc_object (op, dir);
2089 return;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
2112 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
2113 default: 1710 default:
2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
2115 return; 1712 break;
2116 } 1713 }
2117}
2118 1714
1715 return true;
1716}
2119 1717
2120 1718static object *
2121/* find_key
2122 * We try to find a key for the door as passed. If we find a key
2123 * and successfully use it, we return the key, otherwise NULL
2124 * This function merges both normal and locked door, since the logic
2125 * for both is the same - just the specific key is different.
2126 * pl is the player,
2127 * inv is the objects inventory to searched
2128 * door is the door we are trying to match against.
2129 * This function can be called recursively to search containers.
2130 */
2131
2132object *
2133find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
2134{ 1720{
2135 object *tmp, *key; 1721 object *tmp, *key;
2136 1722
2137 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
2138 if (container->inv == NULL) 1724 if (!container->inv)
2139 return NULL; 1725 return 0;
2140 1726
2141 /* 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 */
2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
2143 { 1729 {
2144 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
2145 break; 1731 break;
1732
2146 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
2147 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
2148 */ 1735 */
2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150 break; 1737 break;
2151 } 1738 }
1739
2152 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
2153 /* 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.
2154 * 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
2155 * a key, return 1743 * a key, return
2156 */ 1744 */
2157 if (!tmp) 1745 if (!tmp)
2158 { 1746 {
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 {
2161 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
2162 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
2163 {
2164 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
2165 return key; 1751 return key;
2166 } 1752
2167 }
2168 if (!tmp) 1753 if (!tmp)
2169 return NULL; 1754 return 0;
2170 } 1755 }
1756
2171 /* 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,
2172 * see if we actually want to use it 1758 * see if we actually want to use it
2173 */ 1759 */
2174 if (pl != container) 1760 if (pl != container)
2175 { 1761 {
2176 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
2177 if (!pl->contr) 1763 if (!pl->contr)
2178 return NULL; 1764 return 0;
1765
2179 /* cases where this fails: 1766 /* cases where this fails:
2180 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
2181 * are not in the players inventory. 1768 * are not in the players inventory.
2182 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
2183 * containers can be used. 1770 * containers can be used.
2187 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
2188 * 1775 *
2189 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
2190 * all the others. 1777 * all the others.
2191 */ 1778 */
2192 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
2193 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
2194 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2195 { 1782 {
2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197 "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));
2198 return NULL; 1785 return NULL;
2199 } 1786 }
2200 } 1787 }
1788
2201 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);
2202} 1815}
2203 1816
2204/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
2205 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
2206 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
2207 * 0 otherwise 1820 * 0 otherwise
2208 */ 1821 */
2209static int 1822static int
2210player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
2211{ 1824{
2212
2213 /* 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,
2214 * 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 -
2215 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
2216 */ 1828 */
2217 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
2218 1830
2219 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
2220 if (key) 1832 if (key)
2221 { 1833 {
2222 object *container = key->env; 1834 object *container = key->env;
2223 1835
2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2225 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
2226 make_visible (op); 1837 make_visible (op);
1838
2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
2229 if (door->type == DOOR) 1842 if (door->type == DOOR)
2230 {
2231 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 */
2232 }
2233 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2234 { 1845 {
2235 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);
2236 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2237 } 1848 }
1849
2238 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2239 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2240 /* Need to update the weight the container the key was in */ 1852
2241 if (container != op)
2242 esrv_update_item (UPD_WEIGHT, op, container);
2243 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2244 } 1854 }
2245 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2246 { 1856 {
2247 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2248 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...");
2249 return 1; 1859 return 1;
2250 } 1860 }
1861
2251 return 0; 1862 return 0;
2252} 1863}
2253 1864
2254/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2255 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2259 */ 1870 */
2260 1871bool
2261void
2262move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2263{ 1873{
2264 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2265 sint16 nx, ny; 1875 {
2266 int on_battleground; 1876 --op->speed_left;
2267 maptile *m; 1877 return true;
1878 }
2268 1879
2269 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2271 1882
2272 on_battleground = op_on_battleground (op, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2273 1885
2274 /* 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
2275 * 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
2276 * 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
2277 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2278 * 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
2279 * 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
2280 * 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
2281 * move_ob uses. 1893 * move_ob uses.
2282 */ 1894 */
2283 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;
2284 { 1910 }
2285 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;
2286 { 1923 }
2287 m = get_map_from_coord (op->map, &nx, &ny); 1924
2288 if (!m) 1925 /* The following deals with possibly attacking peaceful
2289 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;
2290 } 1958 }
2291 else 1959 else
2292 m = op->map;
2293
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return; 1960 return false;
2298 } 1961 }
2299 1962
2300 mon = NULL; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2301 /* Go through all the objects, and find ones of interest. Only stop if
2302 * we find a monster - that is something we know we want to attack.
2303 * if its a door or barrel (can roll) see if there may be monsters
2304 * on the space
2305 */
2306 while (tmp != NULL)
2307 {
2308 if (tmp == op)
2309 {
2310 tmp = tmp->above;
2311 continue;
2312 }
2313 1964
2314 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2315 {
2316 mon = tmp;
2317 break;
2318 }
2319
2320 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2321 mon = tmp;
2322
2323 tmp = tmp->above;
2324 }
2325
2326 if (mon == NULL) /* This happens anytime the player tries to move */
2327 return; /* into a wall */
2328
2329 if (mon->head != NULL)
2330 mon = mon->head;
2331
2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2333 if (player_attack_door (op, mon))
2334 return;
2335
2336 /* The following deals with possibly attacking peaceful
2337 * or frienddly creatures. Basically, all players are considered
2338 * unaggressive. If the moving player has peaceful set, then the
2339 * object should be pushed instead of attacked. It is assumed that
2340 * if you are braced, you will not attack friends accidently,
2341 * and thus will not push them.
2342 */
2343
2344 /* If the creature is a pet, push it even if the player is not
2345 * peaceful. Our assumption is the creature is a pet if the
2346 * player owns it and it is either friendly or unagressive.
2347 */
2348 if ((op->type == PLAYER)
2349#if COZY_SERVER
2350 &&
2351 ((mon->owner && mon->owner->contr
2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2353#else
2354 && mon->owner == op
2355#endif
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 {
2358 /* If we're braced, we don't want to switch places with it */
2359 if (op->contr->braced)
2360 return;
2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2362 (void) push_ob (mon, dir, op);
2363 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op);
2365 return;
2366 }
2367
2368 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2370 * 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
2371 * attack them either. 1968 * attack them either.
2372 */ 1969 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2374 (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))
2375#ifdef PROHIBIT_PLAYERKILL 1972 && ((op->contr->peaceful
2376 (op->contr->peaceful 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2377 || (mon->type == PLAYER 1974 && !on_battleground))
2378 && mon->contr-> 1975 {
2379 peaceful)) && 1976 if (op->speed_left > 0.f)
2380#else
2381 op->contr->peaceful &&
2382#endif
2383 !on_battleground))
2384 { 1977 {
1978 --op->speed_left;
1979
2385 if (!op->contr->braced) 1980 if (!op->contr->braced)
2386 { 1981 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2388 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2389 } 1984 }
2390 else 1985 else
2391 { 1986 op->statusmsg ("You withhold your attack");
2392 new_draw_info (0, 0, op, "You withhold your attack"); 1987
2393 }
2394 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2395 make_visible (op); 1989 make_visible (op);
2396 }
2397 1990
1991 return true;
1992 }
1993 }
2398 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2399 * 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.
2400 */ 1996 */
2401 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)
2402 { 2000 {
2001 --op->speed_left;
2002
2403 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2405 make_visible (op); 2005 make_visible (op);
2406 }
2407 2006
2007 return true;
2008 }
2009 }
2408 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2409 * 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
2410 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 2015 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((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)))
2417 { 2018 {
2418 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2020 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2427 2022
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430
2431 skill_attack (mon, op, 0, NULL, NULL); 2023 skill_attack (mon, op, 0, 0, 0);
2432 2024
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL);
2444 mon->stats.luck = luck;
2445 }
2446 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2447 make_visible (op); 2026 make_visible (op);
2448 }
2449 } /* if player should attack something */
2450}
2451 2027
2452int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2453move_player (object *op, int dir) 2036move_player (object *op, int dir)
2454{ 2037{
2455 int pick;
2456
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2458 return 0; 2039 return 0;
2459 2040
2460 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2462 { 2043 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2045 return 0;
2465 } 2046 }
2466 2047
2467 /* peterm: added following line */ 2048 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2470 2051
2471 op->facing = dir; 2052 op->facing = dir;
2472 2053
2473 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2474 do_hidden_move (op); 2055 do_hidden_move (op);
2475 2056
2057 bool retval;
2058 int pick = 0;
2059
2476 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477 /*nop */ ; 2061 retval = RESULT_INT (0);
2478 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2479 fire (op, dir); 2063 retval = fire (op, dir);
2480 else 2064 else
2481 { 2065 {
2482 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2483 pick = check_pick (op); 2067 pick = check_pick (op);
2484 } 2068 }
2485 2069
2486 /* 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
2487 * server can handle repeat firing. 2071 * server can handle repeat firing.
2488 */ 2072 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2074 op->direction = dir;
2492 }
2493 else 2075 else
2494 {
2495 op->direction = 0; 2076 op->direction = 0;
2496 } 2077
2497 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2080 * for players.
2500 */ 2081 */
2501 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2502 return 0; 2083
2084 return retval;
2503} 2085}
2504 2086
2505/* 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
2506 * new client/server stuff. 2088 * new client/server stuff.
2507 * 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
2508 * the new speed values for commands. 2090 * the new speed values for commands.
2509 * 2091 *
2510 * 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.
2511 */ 2095 */
2512int 2096bool
2513handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2514{ 2098{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2100 {
2537 flee_player (op); 2101 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2102 {
2541 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2542 return 0; 2106 return true;
2543 } 2107 }
2108 else
2109 return false;
2544 } 2110 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2111
2554 /* 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
2555 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2114 * called, so we recheck it here.
2557 */ 2115 */
2558 op->contr->socket->handle_command (); 2116 if (op->contr->ns->handle_command ())
2559 if (op->speed_left < 0)
2560 return 0; 2117 return true;
2561 2118
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 {
2564 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--;
2566
2567 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff.
2570 */
2571 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2572 if (op->speed_left > 0)
2573 return 1;
2574 else
2575 return 0;
2576 }
2577 2121
2578 return 0; 2122 return false;
2579} 2123}
2580 2124
2581int 2125static int
2582save_life (object *op) 2126save_life (object *op)
2583{ 2127{
2584 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2585 return 0; 2129 return 0;
2586 2130
2587 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2588 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2589 { 2133 {
2590 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2591 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));
2592
2593 if (op->contr)
2594 esrv_del_item (op->contr, tmp->count);
2595 2136
2596 tmp->destroy (); 2137 tmp->destroy ();
2597 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2598 2139
2599 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2600 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2601 2142
2602 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2603 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2604 2145
2605 fix_player (op); 2146 op->update_stats ();
2606 return 1; 2147 return 1;
2607 } 2148 }
2608 2149
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 return 0; 2153 return 0;
2613} 2154}
2614 2155
2615/* 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
2616 * 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
2617 * 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
2618 * from. 2159 * from.
2619 */ 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
2620void 2177void
2621remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2622{ 2179{
2623 object *next; 2180 if (!flag [FLAG_REMOVED])
2624 2181 ::drop_unpaid_items (inv, this);
2625 while (op)
2626 {
2627 next = op->below; /* Make sure we have a good value, in case
2628 * we remove object 'op'
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0);
2638 }
2639 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env);
2641
2642 op = next;
2643 }
2644} 2182}
2645
2646
2647/*
2648 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the
2651 * best, a misc file for object actions is probably better,
2652 * but there isn't one in the server directory.
2653 */
2654char *
2655gravestone_text (object *op)
2656{
2657 static char buf2[MAX_BUF];
2658 char buf[MAX_BUF];
2659 time_t now = time (NULL);
2660
2661 strcpy (buf2, " R.I.P.\n\n");
2662 if (op->type == PLAYER)
2663 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2664 else
2665 sprintf (buf, "%s\n", &op->name);
2666
2667 strncat (buf2, " ", 20 - strlen (buf) / 2);
2668 strcat (buf2, buf);
2669 if (op->type == PLAYER)
2670 sprintf (buf, "who was in level %d when killed\n", op->level);
2671 else
2672 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2673
2674 strncat (buf2, " ", 20 - strlen (buf) / 2);
2675 strcat (buf2, buf);
2676 if (op->type == PLAYER)
2677 {
2678 sprintf (buf, "by %s.\n\n", op->contr->killer);
2679 strncat (buf2, " ", 21 - strlen (buf) / 2);
2680 strcat (buf2, buf);
2681 }
2682
2683 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686
2687 return buf2;
2688}
2689
2690
2691 2183
2692void 2184void
2693do_some_living (object *op) 2185do_some_living (object *op)
2694{ 2186{
2695 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2701 int rate_grace = 2000; 2193 int rate_grace = 2000;
2702 const int max_hp = 1; 2194 const int max_hp = 1;
2703 const int max_sp = 1; 2195 const int max_sp = 1;
2704 const int max_grace = 1; 2196 const int max_grace = 1;
2705 2197
2706 if (op->contr->outputs_sync) 2198 if (op->contr->hidden)
2707 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]);
2711 } 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 }
2712 2216
2713 if (op->contr->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2714 { 2218 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2221 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2223 else
2721 { 2224 {
2722 gen_hp = op->stats.maxhp; 2225 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2227 }
2228
2725 if (op->contr->gen_sp >= 0) 2229 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2231 else
2728 { 2232 {
2729 gen_sp = op->stats.maxsp; 2233 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2235 }
2236
2732 if (op->contr->gen_grace >= 0) 2237 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2239 else
2735 { 2240 {
2736 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738 } 2243 }
2739 2244
2740 /* Regenerate Spell Points */
2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2742 {
2743 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2744 if (op->stats.sp < op->stats.maxsp)
2745 {
2746 op->stats.sp++;
2747 /* dms do not consume food */
2748 if (!QUERY_FLAG (op, FLAG_WIZ))
2749 {
2750 op->stats.food--;
2751 if (op->contr->digestion < 0)
2752 op->stats.food += op->contr->digestion;
2753 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754 op->stats.food = last_food;
2755 }
2756 }
2757 if (max_sp > 1)
2758 {
2759 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0)
2761 {
2762 if (op->stats.sp < op->stats.maxsp)
2763 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--;
2767 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp;
2769 }
2770 op->last_sp = 0;
2771 }
2772 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782
2783 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2784 /* 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. */
2785 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2786 { 2248 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2249 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2789 if (max_grace > 1) 2252 if (max_grace > 1)
2790 { 2253 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2255 if (over_grace > 0)
2793 { 2256 {
2805 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);
2806 } 2269 }
2807 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2808 } 2271 }
2809 2272
2273 if (op->stats.food > 0)
2274 {
2810 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2811 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2812 {
2813 if (op->stats.hp < op->stats.maxhp)
2814 { 2277 {
2815 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2816 /* dms do not consume food */ 2279
2817 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2818 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2819 op->stats.food--; 2287 op->stats.food--;
2288
2820 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2821 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2822 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))
2823 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2824 } 2294 }
2825 } 2295
2826 if (max_hp > 1) 2296 if (max_sp > 1)
2827 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0)
2830 { 2297 {
2831 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
2832 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);
2833 } 2316 }
2834 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)
2835 { 2325 {
2836 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 }
2837 } 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);
2838 } 2351 }
2839 else 2352 else
2840 {
2841 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);
2842 } 2354 }
2843 } 2355 }
2844 2356
2845 /* Digestion */ 2357 /* Digestion */
2846 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2847 { 2359 {
2848#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2851#else
2852 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2853#endif
2854 2362
2855 if (op->contr->gen_hp > 0)
2856 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);
2857 else 2364
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2859 /* dms do not consume food */ 2365 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2367 op->stats.food--;
2862 } 2368 }
2863 }
2864 2369
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2371 {
2867 object *tmp, *flesh = NULL; 2372 object *flesh = 0;
2868 2373
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2870 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 { 2375 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2380 {
2875 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.>");
2876 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2384
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2386 break;
2879 } 2387 }
2880 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2881 flesh = tmp; 2389 flesh = tmp;
2882 } /* End if paid for object */ 2390 }
2883 } /* end of for loop */ 2391
2884 /* 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
2885 * eat flesh instead. 2393 * eat flesh instead.
2886 */ 2394 */
2887 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.>");
2888 { 2406 }
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2407
2890 manual_apply (op, flesh, 0); 2408 if (op->stats.food < 0)
2891 } 2409 {
2892 } /* end if player is starving */ 2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2893 2412
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2413 if (op->stats.hp < 0)
2895 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2896 2419
2897 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))
2898 kill_player (op); 2422 kill_player (op);
2423 }
2899} 2424}
2900
2901
2902 2425
2903/* 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.
2904 * 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
2905 * permadeath, no lifesave), this will take care of removing the player 2428 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2429 * file.
2907 */ 2430 */
2908void 2431void
2909kill_player (object *op) 2432kill_player (object *op)
2910{ 2433{
2911 char buf[MAX_BUF];
2912 int x, y; 2434 int x, y;
2913
2914 //int i;
2915 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2916
2917 /* int z;
2918 int num_stats_lose;
2919 int lost_a_stat;
2920 int lose_this_stat;
2921 int this_stat; */
2922 int will_kill_again; 2436 int will_kill_again;
2923 archetype *at; 2437 archetype *at;
2924 object *tmp; 2438 object *tmp;
2925 2439
2926 if (save_life (op)) 2440 if (save_life (op))
2927 return; 2441 return;
2928 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 }
2929 2478
2930 /* 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
2931 * 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.
2932 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2933 */ 2482 */
2934 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2935 { 2484 {
2936 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";
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938
2939 /* restore player */
2940 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op);
2942 if (tmp)
2943 {
2944 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 }
2947
2948 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op);
2950 if (tmp)
2951 {
2952 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 }
2955
2956 cure_disease (op, 0); /* remove any disease */
2957 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0)
2959 op->stats.food = 999;
2960 2486
2961 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2963 if (tmp != NULL) 2489
2964 { 2490 tmp->name = format ("%s's finger" , &op->name);
2965 sprintf (buf, "%s's finger", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2966 tmp->name = buf; 2492 tmp->msg = format (
2967 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",
2968 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2495 (int)op->level,
2970 tmp->msg = buf; 2496 op->contr->killer_name ()
2497 );
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2973 tmp->x = op->x, tmp->y = op->y; 2500 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 }
2976 2501
2977 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2980 return; 2507 return;
2981 } 2508 }
2982 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2983 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2984 2514
2985 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2986 2516
2987 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)
2988 { 2535 {
2989 if (op->contr->explore) 2536 /* If stat loss is permanent, lose one stat only. */
2990 { 2537 /* Lower level chars don't lose as many stats because they suffer
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2538 more if they do. */
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2539 /* Higher level characters can afford things such as potions of
2993 op->stats.food = 999; 2540 restoration, or better, stat potions. So we slug them that
2994 return; 2541 little bit harder. */
2995 } 2542 /* GD */
2996 sprintf (buf, "%s starved to death.", &op->name); 2543 if (settings.stat_loss_on_death)
2997 strcpy (op->contr->killer, "starvation"); 2544 num_stats_lose = 1;
2545 else
2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2998 } 2547 }
2999 else 2548 else
3000 { 2549 num_stats_lose = 1;
3001 if (op->contr->explore) 2550
3002 { 2551 lost_a_stat = 0;
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2552
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2553 for (z = 0; z < num_stats_lose; z++)
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name);
3009 } 2554 {
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2555 i = rndm (NUM_STATS);
3011 2556
3012 /* save the map location for corpse, gravestone */
3013 x = op->x;
3014 y = op->y;
3015 map = op->map;
3016
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * life if they are dead - it takes some exp and a random stat.
3022 * See the config.h file for a little more in depth detail about this.
3023 */
3024
3025 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect
3027 * of death.
3028 */
3029#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss)
3031 {
3032 /* If stat loss is permanent, lose one stat only. */
3033 /* Lower level chars don't lose as many stats because they suffer
3034 more if they do. */
3035 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */
3038 /* GD */
3039 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2558 {
3041 else 2559 /* Pick a random stat and take a point off it. Tell the player
3042 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;
3043 } 2568 }
3044 else 2569 else
3045 { 2570 {
3046 num_stats_lose = 1; 2571 /* deplete a stat */
3047 } 2572 archetype *deparch = archetype::find (shstr_depletion);
3048 lost_a_stat = 0; 2573 object *dep;
3049 2574
3050 for (z = 0; z < num_stats_lose; z++) 2575 dep = present_arch_in_ob (deparch, op);
3051 { 2576 if (!dep)
3052 i = RANDOM () % NUM_STATS;
3053
3054 if (settings.stat_loss_on_death)
3055 { 2577 {
3056 /* Pick a random stat and take a point off it. Tell the player 2578 dep = deparch->instance ();
3057 * what he lost. 2579 insert_ob_in_ob (dep, op);
3058 */
3059 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 lost_a_stat = 1;
3065 } 2580 }
3066 else 2581 lose_this_stat = 1;
2582 if (settings.balanced_stat_loss)
3067 { 2583 {
3068 /* deplete a stat */ 2584 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2585 /* Get the stat that we're about to deplete. */
3070 object *dep; 2586 this_stat = get_attr_value (&(dep->stats), i);
3071 2587 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2588 {
3075 dep = arch_to_object (deparch); 2589 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2590 int keep_chance = this_stat * this_stat;
3077 } 2591
3078 lose_this_stat = 1; 2592 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 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)
3085 { 2598 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2599 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2600 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2601 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2602 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2603 else
3120 if (this_stat >= -50)
3121 { 2604 {
3122 change_attr_value (&(dep->stats), i, -1); 2605 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 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"); */
3127 } 2610 }
3128 } 2611 }
3129 } 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 }
3130 } 2631 }
2632 }
2633 }
2634
3131 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2636 if (!lost_a_stat)
3133 { 2637 {
3134 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2639 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
3137 2641
3138 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
3139 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";
3140 else 2644 else
3141 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";
3142 } 2646 }
3143#else 2647#else
3144 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.";
3145#endif 2649#endif
3146 2650
3147 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2652 * exp loss on the stone.
3149 */ 2653 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
3151 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
3152 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
3153 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",
3154 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
3155 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);
3156 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2661
3160 /**************************************/ 2662 /**************************************/
3161 /* */ 2663 /* */
3162 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */
3165 /* */ 2665 /* */
3166 /**************************************/ 2666 /**************************************/
3167 2667
3168 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */
3170 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op);
3172
3173 if (tmp)
3174 {
3175 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 }
3178
3179 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op);
3181 if (tmp)
3182 {
3183 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 }
3186
3187 cure_disease (op, 0); /* remove any disease */
3188
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100)
3192 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2670
3197 /* 2671 /*
3198 * 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
3199 * the player has any unpaid items. If so, remove them and put them back 2673 * and put them back in the map.
3200 * in the map. 2674 */
3201 */ 2675 op->drop_unpaid_items ();
3202 2676
3203 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op);
3205
3206 /****************************************/ 2677 /****************************************/
3207 /* */ 2678 /* */
3208 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
3210 /* */ 2681 /* */
3211 /****************************************/ 2682 /****************************************/
3212 2683
3213 enter_player_savebed (op); 2684 enter_player_savebed (op);
3214 2685
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2686 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2687
3221 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2691 * on the space that might harm the player.
3225 */ 2692 */
3226 will_kill_again = 0; 2693 will_kill_again = 0;
3227 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)
3228 if (tmp->type == SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
3230 2697
3231 if (will_kill_again) 2698 if (will_kill_again)
3232 { 2699 {
3233 object *force; 2700 object *force;
3234 int at; 2701 int at;
3235 2702
3236 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2705 force->speed = 0.1f;
3239 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
3240 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2710 force->resist[at] = 100;
3244 2711
3245 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
3246 fix_player (op); 2713 op->update_stats ();
3247
3248 }
3249
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 { 2714 }
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258 2715
3259 op->contr->party = NULL; 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2717}
3319 2718
3320 2719static void
3321void
3322loot_object (object *op) 2720loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
3325 2723
3326 if (op->container) 2724 op->close_container (); /* close open sack first */
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container);
3329 }
3330 2725
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
3332 { 2727 {
3333 next = tmp->below; 2728 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2729
2730 if (tmp->invisible)
3335 continue; 2731 continue;
2732
3336 tmp->remove (); 2733 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
3338 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
3340 loot_object (tmp); 2738
3341 }
3342 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))))
3343 { 2740 {
3344 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3345 { 2742 {
3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3347 tmp2->destroy ();
3348 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3349 } 2745 }
3350 else 2746 else
3351 tmp->destroy (); 2747 tmp->destroy ();
3352 } 2748 }
3358/* 2754/*
3359 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3360 * 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
3361 * was changed. 2757 * was changed.
3362 */ 2758 */
3363
3364void 2759void
3365fix_weight (void) 2760fix_weight ()
3366{ 2761{
3367 player *pl; 2762 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 2763 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3372 2765
3373 if (old == sum) 2766 pl->ob->update_weight ();
3374 continue; 2767
3375 fix_player (pl->ob); 2768 if (old != pl->ob->carrying)
2769 {
2770 pl->ob->update_stats ();
3376 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 }
3377 } 2773 }
3378} 2774}
3379 2775
3380void 2776void
3381fix_luck (void) 2777fix_luck ()
3382{ 2778{
3383 player *pl; 2779 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 2781 pl->ob->change_luck (0);
3388} 2782}
3389
3390 2783
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3394 */ 2787 */
3395
3396void 2788void
3397cast_dust (object *op, object *throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3398{ 2790{
3399 object *skop, *spob; 2791 object *skop, *spob;
3400 2792
3427} 2819}
3428 2820
3429void 2821void
3430make_visible (object *op) 2822make_visible (object *op)
3431{ 2823{
3432 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3433 op->invisible = 0; 2825 op->invisible = 0;
2826
3434 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3435 { 2828 {
3436 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3437 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3438 } 2831 }
2832
3439 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3440} 2834}
3441 2835
3442int 2836int
3443is_true_undead (object *op) 2837is_true_undead (object *op)
3444{ 2838{
3445 object *tmp = NULL;
3446
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3448 return 1; 2840 return 1;
3449 2841
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 2842 return 0;
3456} 2843}
3457 2844
3458/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 2847 * indicate greater hideability.
3461 */ 2848 */
3462
3463int 2849int
3464hideability (object *ob) 2850hideability (object *ob)
3465{ 2851{
3466 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3467 sint16 x, y; 2853 sint16 x, y;
3468 2854
3469 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3470 return 0; 2856 return 0;
3471 2857
3472 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3473 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3474 2860
3475 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3476 * 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
3477 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3479 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3480 2866
3481 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3483 { 2871 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue; 2874 continue;
3488 } 2875
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2; 2877 level += 2;
3491 else /* open terrain! */ 2878 else /* open terrain! */
3492 level -= 1; 2879 level -= 1;
3493 } 2880 }
3501/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 2892 */
3506
3507void 2893void
3508do_hidden_move (object *op) 2894do_hidden_move (object *op)
3509{ 2895{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3511 object *skop;
3512 2897
3513 if (!op || !op->map) 2898 if (!op || !op->map)
3514 return; 2899 return;
3515 2900
3516 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);
3517 2903
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3522 { 2907 {
3523 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!");
3524 make_visible (op); 2909 make_visible (op);
3525 return; 2910 return;
3526 } 2911 }
3527 else 2912 else
3528 num += 20; 2913 num += 20;
3529 } 2914
3530 num += op->map->difficulty; 2915 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 2917 num -= hide;
2918
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 2920 {
3535 make_visible (op); 2921 make_visible (op);
2922
3536 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3537 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!");
3538 } 2925 }
3539 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 2928}
3544 2929
3545/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3546 2931
3547int 2932int
3574 if (mflags & P_OUT_OF_MAP) 2959 if (mflags & P_OUT_OF_MAP)
3575 continue; 2960 continue;
3576 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)))
3577 continue; 2962 continue;
3578 2963
3579 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)
3580 { 2965 {
3581 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))
3582 return 1; 2967 return 1;
3583 else if (tmp->type == PLAYER) 2968 else if (tmp->type == PLAYER)
3584 { 2969 {
3595 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3596 * 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
3597 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3603 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t. 2989 * -b.t.
3605 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3606 */ 2991 */
3607
3608int 2992int
3609player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3610{ 2994{
3611 rv_vector rv; 2995 rv_vector rv;
3612 int dx, dy; 2996 int dx, dy;
3614 if (pl->type != PLAYER) 2998 if (pl->type != PLAYER)
3615 { 2999 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3001 return -1;
3618 } 3002 }
3003
3619 if (!pl || !op) 3004 if (!pl || !op)
3620 return 0; 3005 return 0;
3621 3006
3622 if (op->head)
3623 {
3624 op = op->head; 3007 op = op->head_ ();
3625 } 3008
3626 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3627 3010
3628 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3012 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3631 * a blocked los square. 3014 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3633 */ 3016 */
3634 while (op) 3017 while (op)
3635 { 3018 {
3636 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3638 3021
3639 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3646 return 1; 3023 return 1;
3024
3647 op = op->more; 3025 op = op->more;
3648 } 3026 }
3649 return 0;
3650}
3651 3027
3652/* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding
3654 * place or invisiblity spell. Artefact invisiblity is not
3655 * effected by this. If we arent invisible to begin with, we
3656 * return 0.
3657 */
3658int
3659action_makes_visible (object *op)
3660{
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665 return 0;
3666
3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3669
3670 /* If monsters, they should become visible */
3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674 return 1;
3675 }
3676 }
3677 return 0; 3028 return 0;
3678} 3029}
3679 3030
3680/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3686 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */ 3038 */
3688int 3039int
3689op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3690{ 3041{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3049 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3051 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 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))
3705 { 3056 {
3706 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3707 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))
3708 {
3709 object *invtmp;
3710
3711 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)
3712 { 3061 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL) 3062 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3717 return 1; 3065 return 1;
3718 }
3719 } 3066 }
3720 } 3067
3721 if (x != NULL && y != NULL) 3068 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3723 return 1; 3071 return 1;
3724 } 3072 }
3725 } 3073 }
3726 } 3074 }
3075
3727 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3728 return 0; 3077 return 0;
3729} 3078}
3730 3079
3731/* 3080/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3097 int i = 0, j = 0;
3749 3098
3750 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3108
3760 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3761 return; 3110 return;
3762 3111
3763 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++);
3764 3113
3765 if (tr == NULL || tr->item == NULL) 3114 if (!tr || !tr->item)
3766 { 3115 {
3767 /* 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]); */
3768 return; 3117 return;
3769 } 3118 }
3770 3119
3771 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3121 item = tr->item;
3773 3122
3774 if (item->type == SPELL) 3123 if (item->type == SPELL)
3775 { 3124 {
3776 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3777 return; 3126 return;
3836 { 3185 {
3837 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3187 object *skin;
3839 3188
3840 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3841 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
3842 if (skin == NULL) 3193 if (!skin)
3843 return; 3194 return;
3844 3195
3845 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3198 {
3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3878 } 3229 }
3879 else 3230 else
3880 { 3231 {
3881 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3882 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3883 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));
3884 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3885 if (who->type == PLAYER)
3886 esrv_send_item (who, tmp);
3887 } 3236 }
3888} 3237}
3889 3238
3890/** 3239//-GPL
3891 * Unready an object for a player. This function does nothing if the object was 3240
3892 * not readied. 3241sint8
3893 */ 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
3894void 3257void
3895player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3896{ 3259{
3897 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3898
3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3900 {
3901 if (pl->ranges[i] == ob)
3902 {
3903 pl->ranges[i] = NULL;
3904 if (pl->shoottype == i)
3905 {
3906 pl->shoottype = range_none;
3907 }
3908 }
3909 }
3910} 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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