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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 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#include <newclient.h>
33 34
34#ifdef COZY_SERVER 35#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 36#include <functional>
36#endif
37 37
38player * 38playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
171 }
172 strncat (news + size, buf, HUGE_BUF - size);
173 size += strlen (buf);
174 }
175 }
176
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284}
285 39
286/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
287static void 41static void
288set_first_map (object *op) 42set_first_map (object *op)
289{ 43{
290 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
291 op->x = -1; 45 op->x = -1;
292 op->y = -1; 46 op->y = -1;
293 enter_exit (op, NULL);
294} 47}
295 48
296/* Tries to add player on the connection passwd in ns. 49void
297 * All we can really get in this is some settings like host and display 50player::activate ()
298 * mode.
299 */
300
301int
302add_player (client_socket *ns)
303{ 51{
304 player *p = new player; 52 if (active)
53 return;
305 54
306 p->socket = ns; 55 players.insert (this);
307 ns->pl = p; 56 ob->remove ();
308 57 ob->map = 0;
309 p->next = first_player; 58 ob->activate_recursive ();
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob);
315
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob); 60 add_friendly_object (ob);
318 send_rules (p->ob); 61}
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322 62
63void
64player::deactivate ()
65{
66 if (!active)
323 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 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
211 /* There are some elements we want initialised to non zero value -
212 * we deal with that below this point.
213 */
214 outputs_sync = 4;
215 outputs_count = 4;
216 unapply = unapply_nochoice;
217
218 savebed_map = first_map_path; /* Init. respawn position */
219
220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
239 ob->destroy ();
240
241 ob = observe = viewpoint = 0;
242}
243
244player::~player ()
245{
246 /* Clear item stack */
247 free (stack_items);
324} 248}
325 249
326/* 250/*
327 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
330 */ 254 */
331archetype * 255static archetype *
332get_player_archetype (archetype *at) 256get_player_archetype (archetype *at)
333{ 257{
334 archetype *start = at; 258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
335 265
336 for (;;) 266 for (;;)
337 { 267 {
338 if (at == NULL || at->next == NULL) 268 if (++i == archetypes.end ())
339 at = first_archetype; 269 i = archetypes.begin ();
340 else 270 else if (*i == at)
341 at = at->next; 271 cleanup ("not a single player archetype found");
272
342 if (at->clone.type == PLAYER) 273 if ((*i)->type == PLAYER)
343 return at; 274 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 275 }
350} 276}
351 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
352 297
353object * 298object *
354get_nearest_player (object *mon) 299get_nearest_player (object *mon)
355{ 300{
356 object *op = NULL; 301 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 302 objectlink *ol;
359 unsigned lastdist; 303 unsigned lastdist;
360 rv_vector rv; 304 rv_vector rv;
361 305
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 307 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue; 309 continue;
392 310
393 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
394 { 312 {
395 op = ol->ob; 313 op = ol->ob;
396 lastdist = rv.distance; 314 lastdist = rv.distance;
397 } 315 }
398 } 316 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 317
400 { 318 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 319 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 320 if (lastdist > rv.distance)
405 { 321 {
406 op = pl->ob; 322 op = pl->ob;
407 lastdist = rv.distance; 323 lastdist = rv.distance;
408 } 324 }
409 } 325
410 }
411#if 0 326#if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 328#endif
414 return op; 329 return op;
415} 330}
433 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 350 * is probably not a good thing.
436 */ 351 */
437#define MAX_SPACES 50 352#define MAX_SPACES 50
438
439 353
440/* 354/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 388 x = mon->x;
475 y = mon->y; 389 y = mon->y;
476 m = mon->map; 390 m = mon->map;
477 dir = rv.direction; 391 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
480 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
481 if (diff > max) 396 if (diff > max)
482 return 0; 397 return 0;
398
483 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
484 { 400 {
485 lastx = x; 401 lastx = x;
486 lasty = y; 402 lasty = y;
487 lastmap = m; 403 lastmap = m;
569 max--; 485 max--;
570 lastdir = dir; 486 lastdir = dir;
571 if (!firstdir) 487 if (!firstdir)
572 firstdir = dir; 488 firstdir = dir;
573 } 489 }
490
574 if (diff <= 1) 491 if (diff <= 1)
575 { 492 {
576 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 494 * headed toward player for entire distance.
578 */ 495 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 498 }
499
582 if (diff > max) 500 if (diff > max)
583 return 0; 501 return 0;
584 } 502 }
503
585 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
586 if (!max) 505 if (!max)
587 return 0; 506 return 0;
588 507
589 return firstdir; 508 return firstdir;
590} 509}
591 510
592void 511void
593give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
594{ 513{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL) 514 if (pl->randomitems)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599 516
600 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
601 { 518 {
602 next = op->below; 519 next = op->below;
603 520
604 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
610 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions 528 * by this player due to race restrictions
612 */ 529 */
613 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
614 { 531 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
616 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
617 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
618 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 { 539 {
621 op->destroy (); 540 op->destroy ();
622 continue; 541 continue;
623 } 542 }
624 } 543 }
625 544
626 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
627 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
628 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
629 * a first level treasurelist for each skill.)
630 * remove duplicate skills also
631 */ 548 */
632 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
633 { 550 {
634 object *tmp;
635
636 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
637 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
638 break;
639
640 if (tmp)
641 { 553 {
642 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
643 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
644 continue; 557 break;
645 } 558 }
646 559
647 if (op->nrof > 1) 560 if (op->nrof > 1)
648 op->nrof = 1; 561 op->nrof = 1;
649 } 562 }
650 563
651 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655 566
656 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
658 * merged properly. 569 * merged properly.
659 */ 570 */
660 if (need_identify (op)) 571 if (need_identify (op))
661 { 572 {
662 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
665 } 576 }
577
666 if (op->type == SPELL) 578 if (op->type == SPELL)
667 { 579 {
668 op->destroy (); 580 op->destroy ();
669 continue; 581 continue;
670 } 582 }
672 { 584 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0; 586 op->stats.exp = 0;
675 op->level = 1; 587 op->level = 1;
676 } 588 }
677 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
681 592
682 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
683 link_player_skills (pl); 594 pl->contr->link_skills ();
684}
685
686void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767} 595}
768 596
769void 597void
770get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
771{ 599{
772 if (party == NULL) 600 if (party == NULL)
773 { 601 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 602 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return; 603 return;
776 } 604 }
605
777 op->contr->write_buf[0] = '\0'; 606 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781} 610}
782
783 611
784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int 613static int
786roll_stat (void) 614roll_stat ()
787{ 615{
788 int a[4], i, j, k; 616 int a[4], i, j, k;
789 617
790 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 619 a[i] = (int) rndm (6) + 1;
792 620
793 for (i = 0, j = 0, k = 7; i < 4; i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 622 if (a[i] < k)
795 k = a[i], j = i; 623 k = a[i], j = i;
796 624
797 for (i = 0, k = 0; i < 4; i++) 625 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 626 if (i != j)
800 k += a[i]; 627 k += a[i];
801 } 628
802 return k; 629 return k;
803} 630}
804 631
805void 632void
806roll_stats (object *op) 633object::roll_stats ()
807{ 634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
808 int sum = 0; 639 int sum = 0;
809 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
811 642
812 do 643 if (sum >= 82 && sum <= 116)
644 break;
813 { 645 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 646
825 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 649
834 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
835 do 651 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 652
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 653 stats.exp = 0;
870 op->stats.ac = 0; 654 stats.ac = 0;
871 655
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 656 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 657 stats.sp = stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
662 contr->levhp[1] = 9;
663 contr->levsp[1] = 6;
664 contr->levgrace[1] = 3;
665
880 op->contr->orig_stats = op->stats; 666 contr->orig_stats = stats;
667 }
881} 668}
882 669
883void 670void
884Roll_Again (object *op) 671object::swap_stats (int a, int b)
885{ 672{
886 esrv_new_player (op->contr, 0); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 674
891void 675 for (int i = 0; i < NUM_STATS; ++i)
892Swap_Stat (object *op, int Swap_Second) 676 stats.stat (i) = contr->orig_stats.stat (i);
677
678 //TODO: the following code looks so borked and should, at the very least,
679 // be merged with the similar code in roll_stats
680 stats.ac = 0;
681
682 level = 1;
683 stats.exp = 0;
684 stats.ac = 0;
685
686 stats.hp = stats.maxhp;
687 stats.sp = stats.maxsp;
688 stats.grace = stats.maxgrace;
689
690 if (contr)
691 {
692 contr->levhp[1] = 9;
693 contr->levsp[1] = 6;
694 contr->levgrace[1] = 3;
695
696 contr->orig_stats = stats;
697 }
698}
699
700static void
701start_info (object *op)
893{ 702{
894 signed char tmp;
895 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
896 704
897 if (op->contr->Swap_First == -1) 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str;
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf);
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 707}
1012 708
1013/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
1017 * not the class. 713 * not the class.
1018 */ 714 */
1019 715void
1020int 716player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 717{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
1037 720
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1039 if (tl) 722 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
1041 724
1042 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
1044 727
1045 op->contr->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
1046 729
1047 if (op->msg) 730 if (ob->msg)
1048 op->msg = NULL; 731 ob->msg = 0;
1049 732
1050 /* We create this now because some of the unique maps will need it
1051 * to save here.
1052 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf);
1055
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 733 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op);
1063 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
1064 fix_player (op); 737 ob->update_stats ();
1065 738
1066 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
1067 * is one for this race 740 * is one for this race
1068 */ 741 */
1069 if (*first_map_ext_path) 742 if (*first_map_ext_path)
1070 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1071 object *tmp;
1072 char mapname[MAX_BUF];
1073
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1075 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the
1081 * default initial map */
1082 tmp->destroy ();
1083 }
1084 else 744 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 746}
1088 return 0;
1089 }
1090 747
748void
749player::chargen_race_next ()
750{
1091 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1093 */ 753 */
1094 754
1095 tmp_loop = 0; 755 do
1096 while (!tmp_loop)
1097 { 756 {
1098 shstr name = op->name; 757 shstr name = ob->name;
1099 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
1100 759
1101 remove_statbonus (op); 760 ob->remove_statbonus ();
1102 op->remove (); 761 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
1105 op->instantiate (); 764 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
1108 op->x = x; 767 ob->x = x;
1109 op->y = y; 768 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 772 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 773 }
774 while (!allowed_class (ob));
1116 775
1117 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 778 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 781 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129} 782}
1130 783
1131int 784static void
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178}
1179
1180void
1181flee_player (object *op) 785flee_player (object *op)
1182{ 786{
1183 int dir, diff; 787 int dir, diff;
1184 rv_vector rv; 788 rv_vector rv;
1185 789
1188 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1189 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1190 return; 794 return;
1191 } 795 }
1192 796
1193 if (op->enemy == NULL) 797 if (!op->enemy)
1194 { 798 {
1195 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1196 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1197 return; 801 return;
1198 } 802 }
1199 803
1200 /* Seen some crashes here. Since we don't store an
1201 * op->enemy_count, it is possible that something destroys the
1202 * actual enemy, and the object is recycled.
1203 */
1204 if (op->enemy->map == NULL)
1205 {
1206 CLEAR_FLAG (op, FLAG_SCARED);
1207 op->enemy = NULL;
1208 return;
1209 }
1210
1211 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 { 805 {
1213 op->enemy = NULL; 806 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 808 return;
1216 } 809 }
810
1217 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1218 812
1219 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1221 { 815 {
1222 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1223 817
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1225 {
1226 return; 819 return;
1227 }
1228 } 820 }
821
1229 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 824 op->enemy = NULL;
1232} 825}
1233 826
1234
1235/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1236 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1237 * stop. 829 * stop.
1238 */ 830 */
1239int 831int
1240check_pick (object *op) 832check_pick (object *op)
1241{ 833{
1242 object *tmp, *next; 834 object *tmp, *next;
1243 int stop = 0; 835 int stop = 0;
1244 int j, k, wvratio; 836 int wvratio;
1245 char putstring[128], tmpstr[16];
1246 837
1247 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1249 return 1; 840 return 1;
1250 841
1251 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1252 846
1253 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1254 * destroyed */ 848 * destroyed */
1255 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1256 { 850 {
1257 tmp = next; 851 tmp = next;
1258 next = tmp->below; 852 next = tmp->below;
1259 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1260 if (op->destroyed ()) 860 if (op->destroyed ())
1261 return 0; 861 return 0;
1262 862
1263 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1264 continue; 864 continue;
1265 865
1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267 { 867 {
1268 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1269 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1270 continue; 871 continue;
1271 } 872 }
1272 873
1273 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1274 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1275 { 936 {
1276 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1277 { 1000 {
1278 case 0: 1001 CHK_PICK_PICKUP;
1279 return 1; /* don't pick up */ 1002 continue;
1280 case 1:
1281 pick_up (op, tmp);
1282 return 1;
1283 case 2:
1284 pick_up (op, tmp);
1285 return 0;
1286 case 3:
1287 return 0; /* stop before pickup */
1288 case 4:
1289 pick_up (op, tmp);
1290 break;
1291 case 5:
1292 pick_up (op, tmp);
1293 stop = 1;
1294 break;
1295 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1297 pick_up (op, tmp);
1298 break;
1299
1300 case 7:
1301 if (tmp->type == MONEY || tmp->type == GEM)
1302 pick_up (op, tmp);
1303 break;
1304
1305 default:
1306 /* use value density */
1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1309 pick_up (op, tmp);
1310 } 1003 }
1311 } 1004 }
1312 else 1005
1313 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1314 /* NEW pickup handling */
1315 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1316 { 1012 {
1317 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1318 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 }
1355 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for
1360 * example.
1361 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#>
1364 */
1365
1366 /* the first two modes are exclusive: if NOTHING we return, if
1367 * STOP then we stop. All the rest are applied sequentially,
1368 * meaning if any test passes, the item gets picked up. */
1369
1370 /* if mode is set to pick nothing up, return */
1371
1372 if (op->contr->mode & PU_NOTHING)
1373 return 1;
1374
1375 /* if mode is set to stop when encountering objects, return */
1376 /* take STOP before INHIBIT since it doesn't actually pick
1377 * anything up */
1378
1379 if (op->contr->mode & PU_STOP)
1380 return 0;
1381
1382 /* useful for going into stores and not losing your settings... */
1383 /* and for battles wher you don't want to get loaded down while
1384 * fighting */
1385 if (op->contr->mode & PU_INHIBIT)
1386 return 1;
1387
1388 /* prevent us from turning into auto-thieves :) */
1389 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1390 continue; 1014 continue;
1015 }
1391 1016
1392 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1393 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1394 continue; 1022 continue;
1023 }
1395 1024
1396 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1397 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1398 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1399 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 { 1096 {
1401 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1402 continue; 1098 continue;
1403 } 1099 }
1100 }
1404 1101
1102 /* misc stuff that's useful */
1405 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1406 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1407 { 1105 {
1408 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1409 continue; 1107 continue;
1410 } 1108 }
1411 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1412 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1413 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 { 1117 */
1415 pick_up (op, tmp);
1416 continue;
1417 }
1418
1419 /* spellbooks, skillscrolls and normal books/scrolls */
1420 if (op->contr->mode & PU_SPELLBOOK)
1421 if (tmp->type == SPELLBOOK)
1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1426
1427 if (op->contr->mode & PU_SKILLSCROLL)
1428 if (tmp->type == SKILLSCROLL)
1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1434 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL)
1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1440
1441 /* wands/staves/rods/horns */
1442 if (op->contr->mode & PU_MAGIC_DEVICE)
1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1449 /* pick up all magical items */
1450 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1451 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1452 {
1453 pick_up (op, tmp);
1454 continue;
1455 }
1456
1457 if (op->contr->mode & PU_VALUABLES)
1458 { 1120 {
1459 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1460 { 1124 {
1461 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1462 continue;
1463 } 1126 }
1464 }
1465
1466 /* rings & amulets - talismans seems to be typed AMULET */
1467 if (op->contr->mode & PU_JEWELS)
1468 if (tmp->type == RING || tmp->type == AMULET)
1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1473
1474 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1482 /* bows and arrows. Bows are good for selling! */
1483 if (op->contr->mode & PU_BOW)
1484 if (tmp->type == BOW)
1485 {
1486 pick_up (op, tmp);
1487 continue;
1488 }
1489
1490 if (op->contr->mode & PU_ARROW)
1491 if (tmp->type == ARROW)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1497 /* all kinds of armor etc. */
1498 if (op->contr->mode & PU_ARMOUR)
1499 if (tmp->type == ARMOUR)
1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1505 if (op->contr->mode & PU_HELMET)
1506 if (tmp->type == HELMET)
1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1512 if (op->contr->mode & PU_SHIELD)
1513 if (tmp->type == SHIELD)
1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1519 if (op->contr->mode & PU_BOOTS)
1520 if (tmp->type == BOOTS)
1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1526 if (op->contr->mode & PU_GLOVES)
1527 if (tmp->type == GLOVES)
1528 {
1529 pick_up (op, tmp);
1530 continue;
1531 }
1532
1533 if (op->contr->mode & PU_CLOAK)
1534 if (tmp->type == CLOAK)
1535 {
1536 pick_up (op, tmp);
1537 continue;
1538 }
1539
1540 /* hoping to catch throwing daggers here */
1541 if (op->contr->mode & PU_MISSILEWEAPON)
1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON)
1550 {
1551 if (tmp->type == WEAPON && tmp->name != NULL)
1552 {
1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559 }
1560
1561 if (tmp->type == WEAPON && tmp->name == NULL)
1562 {
1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1568 }
1569 }
1570
1571 /* misc stuff that's useful */
1572 if (op->contr->mode & PU_KEY)
1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574 {
1575 pick_up (op, tmp);
1576 continue;
1577 }
1578
1579 /* any of the last 4 bits set means we use the ratio for value
1580 * pickups */
1581 if (op->contr->mode & PU_RATIO)
1582 {
1583 /* use value density to decide what else to grab */
1584 /* >=7 was >= op->contr->mode */
1585 /* >=7 is the old standard setting. Now we take the last 4 bits
1586 * and multiply them by 5, giving 0..15*5== 5..75 */
1587 wvratio = (op->contr->mode & PU_RATIO) * 5;
1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1589 {
1590 pick_up (op, tmp);
1591#if 0
1592 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593 if (tmp->name != NULL)
1594 {
1595 fprintf (stderr, "%s", tmp->name);
1596 }
1597 else 1127 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1601#endif 1131#endif
1132 CHK_PICK_PICKUP;
1602 continue; 1133 continue;
1603 }
1604 } 1134 }
1605 } /* the new pickup model */ 1135 } /* the new pickup model */
1606 } 1136 }
1607 1137
1608 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1609} 1174}
1610 1175
1611/* 1176/*
1612 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1613 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1614 * found object is returned. 1179 * found object is returned.
1615 */ 1180 */
1616object * 1181static object *
1617find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1618{ 1183{
1619 object *tmp = NULL;
1620
1621 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1625 return op; 1193 return arrow;
1194 }
1195
1626 return tmp; 1196 return 0;
1627} 1197}
1628 1198
1629/* 1199/*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */ 1204 */
1635 1205static object *
1636object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1638{ 1207{
1639 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1641 1210
1642 if (!type) 1211 if (!type)
1646 { 1215 {
1647 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1648 { 1217 {
1649 i = 0; 1218 i = 0;
1650 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1651 if (i > betterby) 1221 if (i > betterby)
1652 { 1222 {
1653 tmp = ntmp; 1223 tmp = ntmp;
1654 betterby = i; 1224 betterby = i;
1655 } 1225 }
1656 } 1226 }
1657 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1658 { 1228 {
1659 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1661 { 1231 {
1662 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1663 { 1233 {
1664 *better = 100; 1234 *better = 100;
1665 return arrow; 1235 return arrow;
1673 else 1243 else
1674 { 1244 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1246 {
1677 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1680 { 1250 {
1681 tmp = arrow; 1251 tmp = arrow;
1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1683 } 1253 }
1684 } 1254 }
1255
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1257 {
1687 tmp = arrow; 1258 tmp = arrow;
1688 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1689 } 1260 }
1261
1690 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1691 { 1263 {
1692 tmp = arrow; 1264 tmp = arrow;
1693 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1694 } 1266 }
1695 } 1267 }
1696 } 1268 }
1697 } 1269 }
1270
1698 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1699 return find_arrow (op, type); 1272 return find_arrow (op, type);
1700 1273
1701 *better = betterby; 1274 *better = betterby;
1702 return tmp; 1275 return tmp;
1706 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1280 * op = the shooter
1708 * type = bow->race 1281 * type = bow->race
1709 * dir = fire direction 1282 * dir = fire direction
1710 */ 1283 */
1711 1284static object *
1712object *
1713pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1714{ 1286{
1715 object *tmp = NULL; 1287 object *tmp = NULL;
1716 maptile *m; 1288 maptile *m;
1717 int i, mflags, found, number; 1289 int i, mflags, found, number;
1718 sint16 x, y; 1290 sint16 x, y;
1733 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1734 { 1306 {
1735 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1736 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1737 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1738 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1739 { 1312 {
1740 tmp = NULL; 1313 tmp = 0;
1741 break; 1314 break;
1742 } 1315 }
1743 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1744 { 1317 {
1745 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1746 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1747 */ 1320 */
1748 tmp = NULL; 1321 tmp = 0;
1749 break; 1322 break;
1750 } 1323 }
1324
1751 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1752 {
1753 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1754 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1755 {
1756 found++;
1757 break;
1758 }
1759 if (found)
1760 break; 1328 break;
1761 }
1762 } 1329 }
1763 if (tmp == NULL) 1330
1331 if (!tmp)
1764 return find_arrow (op, type); 1332 return find_arrow (op, type);
1765 1333
1766 if (tmp->head) 1334 if (tmp->head)
1767 tmp = tmp->head; 1335 tmp = tmp->head;
1768 1336
1781 */ 1349 */
1782int 1350int
1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784{ 1352{
1785 object *left, *bow; 1353 object *left, *bow;
1786 int bowspeed, mflags; 1354 int mflags;
1787 maptile *m; 1355 maptile *m;
1788 1356
1789 if (!dir) 1357 if (!dir)
1790 { 1358 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0; 1360 return 0;
1793 } 1361 }
1794 if (op->type == PLAYER) 1362
1795 bow = op->contr->ranges[range_bow]; 1363 if (op->contr)
1364 bow = op->current_weapon;
1796 else 1365 else
1797 { 1366 {
1798 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1799 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1800 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1805 if (!bow) 1374 if (!bow)
1806 { 1375 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1377 return 0;
1809 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1810 } 1382 }
1383
1811 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1812 { 1385 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0; 1387 return 0;
1815 } 1388 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1389
1825 if (arrow == NULL) 1390 if (arrow == NULL)
1826 { 1391 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1393 {
1829 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else 1397 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1834 return 0; 1400 return 0;
1835 } 1401 }
1836 } 1402 }
1403
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1405 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1406 return 0;
1841 } 1407
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1409 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0; 1411 return 0;
1846 } 1412 }
1847 1413
1848 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1849 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1850 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1851 arrow->destroy (); 1418 arrow->destroy ();
1852 return 0; 1419 return 0;
1853 } 1420 }
1854 1421
1855 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1857 if (arrow == NULL) 1424 if (!arrow)
1858 { 1425 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0; 1427 return 0;
1861 } 1428 }
1429
1862 arrow->set_owner (op); 1430 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1432 arrow->direction = dir;
1866 arrow->x = sx; 1433
1867 arrow->y = sy; 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1435 arrow->stats.hp = arrow->stats.dam;
1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1438
1439#if 0
1440 if (player *pl = op->contr)
1441 {
1442 float speed = pl->weapon_sp;
1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1456 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 arrow->speed_left = 0;
1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1868 1464
1869 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1870 { 1466 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1468 wc -= dex_bonus[op->stats.Dex];
1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1904 } 1474 }
1905 else 1475 else
1906 { 1476 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1477 arrow->level = op->level;
1909 } 1478 arrow->stats.wc -= bow->magic;
1910 1479
1911 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1912 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1913 1485
1914 if (bow->slaying != NULL) 1486 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1488
1917 arrow->map = m; 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1492
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1922 insert_ob_in_map (arrow, m, op, 0); 1494 m->insert (arrow, sx, sy, op);
1923 1495
1924 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1497 move_arrow (arrow);
1926
1927 if (op->type == PLAYER)
1928 {
1929 if (left->destroyed ())
1930 esrv_del_item (op->contr, left->count);
1931 else
1932 esrv_send_item (op, left);
1933 }
1934 1498
1935 return 1; 1499 return 1;
1936} 1500}
1937 1501
1938/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1940 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1941 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1942 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1943 * hence the function name. 1507 * hence the function name.
1944 */ 1508 */
1945int 1509static int
1946player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1947{ 1511{
1948 int ret = 0, wcmod = 0; 1512 int ret;
1949 1513
1950 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1951 { 1515 {
1952 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1953 } 1517 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 { 1519 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1957 wcmod = -1;
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 } 1522 }
1960 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1961 { 1524 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1963 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1964 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1965 } 1528 }
1966 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1530 {
1968 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971
1972 } 1534 }
1973 else 1535 else
1974 { 1536 {
1975 /* Simple case */ 1537 /* Simple case */
1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 } 1539 }
1540
1978 return ret; 1541 return ret;
1979} 1542}
1980
1981 1543
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1984 */ 1546 */
1985void 1547static void
1986fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1987{ 1549{
1988 object *item; 1550 object *item = op->contr->ranged_ob;
1989 1551
1990 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1991 { 1553 {
1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993 return; 1555 return;
1994 } 1556 }
1995 1557
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1558 if (!item->inv)
1998 { 1559 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1561 return;
2001 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
2002 if (item->type == WAND) 1567 if (item->type == WAND)
2003 { 1568 {
2004 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
2005 { 1570 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
2008 return; 1574 return;
2009 } 1575 }
2010 } 1576 }
2011 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
2012 { 1578 {
2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2014 { 1584 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
2016 if (item->type == ROD) 1587 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else 1589 else
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
2020 return; 1592 return;
2021 } 1593 }
2022 } 1594 }
2023 1595
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
2025 { 1597 {
2026 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
2027 if (item->type == WAND) 1600 if (item->type == WAND)
2028 { 1601 {
2029 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
2030 { 1603 {
2031 object *tmp; 1604 object *tmp;
2032 1605
2033 if (item->arch) 1606 if (item->arch)
2034 { 1607 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
2037 item->speed = 0; 1610 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1611 }
2040 if ((tmp = is_player_inv (item))) 1612
1613 if (object *pl = item->visible_to ())
2041 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
2042 } 1615 }
2043 } 1616 }
2044 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1618 drain_rod_charge (item);
2047 }
2048 } 1619 }
2049} 1620}
2050 1621
2051/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
2052 */ 1623 */
2053void 1624bool
2054fire (object *op, int dir) 1625fire (object *who, int dir)
2055{ 1626{
2056 int spellcost = 0; 1627 int spellcost = 0;
2057 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
2058 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
2060 make_visible (op); 1652 make_visible (who);
2061 1653
2062 switch (op->contr->shoottype) 1654 switch (ob->type)
2063 { 1655 {
2064 case range_none: 1656 case BOW:
2065 return;
2066
2067 case range_bow:
2068 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
2069 return; 1658 break;
2070 1659
2071 case range_magic: /* Casting spells */ 1660 case SPELL:
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2073 return; 1662 break;
2074 1663
2075 case range_misc: 1664 case BUILDER:
2076 fire_misc_object (op, dir);
2077 return;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
2100 return; 1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
2101 default: 1676 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
2103 return; 1678 break;
2104 } 1679 }
2105}
2106 1680
1681 return true;
1682}
2107 1683
2108 1684static object *
2109/* find_key
2110 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic
2113 * for both is the same - just the specific key is different.
2114 * pl is the player,
2115 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers.
2118 */
2119
2120object *
2121find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
2122{ 1686{
2123 object *tmp, *key; 1687 object *tmp, *key;
2124 1688
2125 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1690 if (!container->inv)
2127 return NULL; 1691 return 0;
2128 1692
2129 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1695 {
2132 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1697 break;
1698
2134 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
2136 */ 1701 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1703 break;
2139 } 1704 }
1705
2140 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time. 1707 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find 1708 * otherwise, if we search all the inventories and still don't find
2143 * a key, return 1709 * a key, return
2144 */ 1710 */
2145 if (!tmp) 1711 if (!tmp)
2146 { 1712 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 {
2149 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
2151 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
2153 return key; 1717 return key;
2154 } 1718
2155 }
2156 if (!tmp) 1719 if (!tmp)
2157 return NULL; 1720 return 0;
2158 } 1721 }
1722
2159 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it 1724 * see if we actually want to use it
2161 */ 1725 */
2162 if (pl != container) 1726 if (pl != container)
2163 { 1727 {
2164 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
2165 if (!pl->contr) 1729 if (!pl->contr)
2166 return NULL; 1730 return 0;
1731
2167 /* cases where this fails: 1732 /* cases where this fails:
2168 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
2169 * are not in the players inventory. 1734 * are not in the players inventory.
2170 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
2171 * containers can be used. 1736 * containers can be used.
2175 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
2176 * 1741 *
2177 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
2178 * all the others. 1743 * all the others.
2179 */ 1744 */
2180 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
2181 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
2182 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2183 { 1748 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1751 return NULL;
2187 } 1752 }
2188 } 1753 }
1754
2189 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
2190} 1781}
2191 1782
2192/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
2194 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
2195 * 0 otherwise 1786 * 0 otherwise
2196 */ 1787 */
2197static int 1788static int
2198player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
2199{ 1790{
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
2204 */ 1794 */
2205 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
2206 1796
2207 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
2208 if (key) 1798 if (key)
2209 { 1799 {
2210 object *container = key->env; 1800 object *container = key->env;
2211 1801
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
2214 make_visible (op); 1803 make_visible (op);
1804
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
2217 if (door->type == DOOR) 1808 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
2222 { 1811 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2224 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1814 }
1815
2226 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1818
2229 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container);
2231 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2232 } 1820 }
2233 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2234 { 1822 {
2235 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2237 return 1; 1825 return 1;
2238 } 1826 }
1827
2239 return 0; 1828 return 0;
2240} 1829}
2241 1830
2242/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2247 */ 1836 */
2248 1837bool
2249void
2250move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2251{ 1839{
2252 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2253 sint16 nx, ny; 1841 {
2254 int on_battleground; 1842 --op->speed_left;
2255 maptile *m; 1843 return true;
1844 }
2256 1845
2257 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2259 1848
2260 on_battleground = op_on_battleground (op, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2261 1851
2262 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses. 1859 * move_ob uses.
2270 */ 1860 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2272 { 1876 }
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2274 { 1889 }
2275 m = get_map_from_coord (op->map, &nx, &ny); 1890
2276 if (!m) 1891 /* The following deals with possibly attacking peaceful
2277 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2278 } 1924 }
2279 else 1925 else
2280 m = op->map;
2281
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 1926 return false;
2286 } 1927 }
2287 1928
2288 mon = NULL; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2289 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space
2293 */
2294 while (tmp != NULL)
2295 {
2296 if (tmp == op)
2297 {
2298 tmp = tmp->above;
2299 continue;
2300 }
2301 1930
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp;
2305 break;
2306 }
2307
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */
2315 return; /* into a wall */
2316
2317 if (mon->head != NULL)
2318 mon = mon->head;
2319
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2321 if (player_attack_door (op, mon))
2322 return;
2323
2324 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them.
2330 */
2331
2332 /* If the creature is a pet, push it even if the player is not
2333 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive.
2335 */
2336 if ((op->type == PLAYER)
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2341#else
2342 && mon->owner == op
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 {
2346 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced)
2348 return;
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2350 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op);
2353 return;
2354 }
2355
2356 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2358 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2359 * attack them either. 1934 * attack them either.
2360 */ 1935 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2363#ifdef PROHIBIT_PLAYERKILL 1938 && ((op->contr->peaceful
2364 (op->contr->peaceful 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 1940 && !on_battleground))
2366 && mon->contr-> 1941 {
2367 peaceful)) && 1942 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 1943 {
1944 --op->speed_left;
1945
2373 if (!op->contr->braced) 1946 if (!op->contr->braced)
2374 { 1947 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2376 (void) push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2377 } 1950 }
2378 else 1951 else
2379 { 1952 op->statusmsg ("You withhold your attack");
2380 new_draw_info (0, 0, op, "You withhold your attack"); 1953
2381 }
2382 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2383 make_visible (op); 1955 make_visible (op);
2384 }
2385 1956
1957 return true;
1958 }
1959 }
2386 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2388 */ 1962 */
2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2390 { 1966 {
1967 --op->speed_left;
1968
2391 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2393 make_visible (op); 1971 make_visible (op);
2394 }
2395 1972
1973 return true;
1974 }
1975 }
2396 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2397 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2401 */ 1981 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 1984 {
2406 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 1986 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2415 1988
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 1989 skill_attack (mon, op, 0, 0, 0);
2420 1990
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2435 make_visible (op); 1992 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 1993
2440int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2441move_player (object *op, int dir) 2002move_player (object *op, int dir)
2442{ 2003{
2443 int pick;
2444
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2446 return 0; 2005 return 0;
2447 2006
2448 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2450 { 2009 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2011 return 0;
2453 } 2012 }
2454 2013
2455 /* peterm: added following line */ 2014 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2017
2459 op->facing = dir; 2018 op->facing = dir;
2460 2019
2461 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2462 do_hidden_move (op); 2021 do_hidden_move (op);
2463 2022
2023 bool retval;
2024 int pick = 0;
2025
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2027 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2467 fire (op, dir); 2029 retval = fire (op, dir);
2468 else 2030 else
2469 { 2031 {
2470 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2033 pick = check_pick (op);
2472 } 2034 }
2473 2035
2474 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing. 2037 * server can handle repeat firing.
2476 */ 2038 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2039 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2040 op->direction = dir;
2480 }
2481 else 2041 else
2482 {
2483 op->direction = 0; 2042 op->direction = 0;
2484 } 2043
2485 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2046 * for players.
2488 */ 2047 */
2489 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2490 return 0; 2049
2050 return retval;
2491} 2051}
2492 2052
2493/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2494 * new client/server stuff. 2054 * new client/server stuff.
2495 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2496 * the new speed values for commands. 2056 * the new speed values for commands.
2497 * 2057 *
2498 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2499 */ 2061 */
2500int 2062bool
2501handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2502{ 2064{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2066 {
2525 flee_player (op); 2067 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2068 {
2529 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2530 return 0; 2072 return true;
2531 } 2073 }
2074 else
2075 return false;
2532 } 2076 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2077
2542 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2080 * called, so we recheck it here.
2545 */ 2081 */
2546 HandleClient (op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2083 return true;
2549 2084
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2087
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2088 return false;
2566} 2089}
2567 2090
2568int 2091static int
2569save_life (object *op) 2092save_life (object *op)
2570{ 2093{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2095 return 0;
2575 2096
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2099 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584 2102
2585 tmp->destroy (); 2103 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587 2105
2588 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2590 2108
2591 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2592 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2593 2111
2594 fix_player (op); 2112 op->update_stats ();
2595 return 1; 2113 return 1;
2596 } 2114 }
2115
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2119 return 0;
2601} 2120}
2602 2121
2603/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2604 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2605 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2606 * from. 2125 * from.
2607 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2608void 2143void
2609remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2610{ 2145{
2611 object *next; 2146 if (!flag [FLAG_REMOVED])
2612 2147 ::drop_unpaid_items (inv, this);
2613 while (op)
2614 {
2615 next = op->below; /* Make sure we have a good value, in case
2616 * we remove object 'op'
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0);
2626 }
2627 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2630 }
2631} 2148}
2632
2633
2634/*
2635 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the
2638 * best, a misc file for object actions is probably better,
2639 * but there isn't one in the server directory.
2640 */
2641char *
2642gravestone_text (object *op)
2643{
2644 static char buf2[MAX_BUF];
2645 char buf[MAX_BUF];
2646 time_t now = time (NULL);
2647
2648 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else
2652 sprintf (buf, "%s\n", &op->name);
2653 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf);
2655 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level);
2657 else
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf);
2666 }
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf);
2670 return buf2;
2671}
2672
2673
2674 2149
2675void 2150void
2676do_some_living (object *op) 2151do_some_living (object *op)
2677{ 2152{
2678 int last_food = op->stats.food; 2153 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2159 int rate_grace = 2000;
2685 const int max_hp = 1; 2160 const int max_hp = 1;
2686 const int max_sp = 1; 2161 const int max_sp = 1;
2687 const int max_grace = 1; 2162 const int max_grace = 1;
2688 2163
2689 if (op->contr->outputs_sync) 2164 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2165 {
2166 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2175 {
2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2181 }
2695 2182
2696 if (op->contr->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2697 { 2184 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2187 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2189 else
2704 { 2190 {
2705 gen_hp = op->stats.maxhp; 2191 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2193 }
2194
2708 if (op->contr->gen_sp >= 0) 2195 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2197 else
2711 { 2198 {
2712 gen_sp = op->stats.maxsp; 2199 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2201 }
2202
2715 if (op->contr->gen_grace >= 0) 2203 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2205 else
2718 { 2206 {
2719 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2209 }
2722 2210
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2769 { 2214 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2215 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2772 if (max_grace > 1) 2218 if (max_grace > 1)
2773 { 2219 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2221 if (over_grace > 0)
2776 { 2222 {
2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789 } 2235 }
2790 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2791 } 2237 }
2792 2238
2239 if (op->stats.food > 0)
2240 {
2793 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2794 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 { 2243 {
2798 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2799 /* dms do not consume food */ 2245
2800 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2801 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2802 op->stats.food--; 2253 op->stats.food--;
2254
2803 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2807 } 2260 }
2808 } 2261
2809 if (max_hp > 1) 2262 if (max_sp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 { 2263 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2815 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 } 2282 }
2817 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2818 { 2291 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2820 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2821 } 2317 }
2822 else 2318 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 } 2320 }
2826 } 2321 }
2827 2322
2828 /* Digestion */ 2323 /* Digestion */
2829 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2830 { 2325 {
2831#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2328
2838 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2840 else 2330
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */ 2331 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2333 op->stats.food--;
2845 } 2334 }
2846 }
2847 2335
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2337 {
2850 object *tmp, *flesh = NULL; 2338 object *flesh = 0;
2851 2339
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2341 {
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2346 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2347 op->statusmsg ("You blindly grab for a bite of food. "
2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2859 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2350
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2352 break;
2862 } 2353 }
2863 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2864 flesh = tmp; 2355 flesh = tmp;
2865 } /* End if paid for object */ 2356 }
2866 } /* end of for loop */ 2357
2867 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead. 2359 * eat flesh instead.
2869 */ 2360 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2362 {
2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 op->apply (flesh);
2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2871 { 2372 }
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2373
2873 manual_apply (op, flesh, 0); 2374 if (op->stats.food < 0)
2874 } 2375 {
2875 } /* end if player is starving */ 2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2876 2378
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2379 if (op->stats.hp < 0)
2878 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2879 2385
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2881 kill_player (op); 2388 kill_player (op);
2389 }
2882} 2390}
2883
2884
2885 2391
2886/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not 2393 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2395 * file.
2890 */ 2396 */
2891void 2397void
2892kill_player (object *op) 2398kill_player (object *op)
2893{ 2399{
2894 char buf[MAX_BUF];
2895 int x, y; 2400 int x, y;
2896
2897 //int i;
2898 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2899
2900 /* int z;
2901 int num_stats_lose;
2902 int lost_a_stat;
2903 int lose_this_stat;
2904 int this_stat; */
2905 int will_kill_again; 2402 int will_kill_again;
2906 archetype *at; 2403 archetype *at;
2907 object *tmp; 2404 object *tmp;
2908 2405
2909 if (save_life (op)) 2406 if (save_life (op))
2910 return; 2407 return;
2911 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2912 2444
2913 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2915 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2916 */ 2448 */
2917 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2918 { 2450 {
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921
2922 /* restore player */
2923 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op);
2925 if (tmp)
2926 {
2927 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 }
2930
2931 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op);
2933 if (tmp)
2934 {
2935 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 }
2938
2939 cure_disease (op, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0)
2942 op->stats.food = 999;
2943 2452
2944 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2946 if (tmp != NULL) 2455
2947 { 2456 tmp->name = format ("%s's finger" , &op->name);
2948 sprintf (buf, "%s's finger", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2949 tmp->name = buf; 2458 tmp->msg = format (
2950 sprintf (buf, " This finger has been cut off %s\n" 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2951 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2461 (int)op->level,
2953 tmp->msg = buf; 2462 op->contr->killer_name ()
2463 );
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2956 tmp->x = op->x, tmp->y = op->y; 2466 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 }
2959 2467
2960 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963 return; 2473 return;
2964 } 2474 }
2965 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2966 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2967 2480
2968 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2969 2482
2970 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2484
2485 /* save the map location for corpse, gravestone */
2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2489
2490 /* NOT_PERMADEATH code. This basically brings the character back to
2491 * life if they are dead - it takes some exp and a random stat.
2492 * See the config.h file for a little more in depth detail about this.
2493 */
2494
2495 /* Basically two ways to go - remove a stat permanently, or just
2496 * make it depletion. This bunch of code deals with that aspect
2497 * of death.
2498 */
2499#ifndef COZY_SERVER
2500 if (settings.balanced_stat_loss)
2971 { 2501 {
2972 if (op->contr->explore) 2502 /* If stat loss is permanent, lose one stat only. */
2973 { 2503 /* Lower level chars don't lose as many stats because they suffer
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2504 more if they do. */
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2505 /* Higher level characters can afford things such as potions of
2976 op->stats.food = 999; 2506 restoration, or better, stat potions. So we slug them that
2977 return; 2507 little bit harder. */
2978 } 2508 /* GD */
2979 sprintf (buf, "%s starved to death.", &op->name); 2509 if (settings.stat_loss_on_death)
2980 strcpy (op->contr->killer, "starvation"); 2510 num_stats_lose = 1;
2511 else
2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2981 } 2513 }
2982 else 2514 else
2983 { 2515 num_stats_lose = 1;
2984 if (op->contr->explore) 2516
2985 { 2517 lost_a_stat = 0;
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2518
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2519 for (z = 0; z < num_stats_lose; z++)
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name);
2992 } 2520 {
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2521 i = rndm (NUM_STATS);
2994 2522
2995 /* save the map location for corpse, gravestone */
2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2999
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this.
3006 */
3007
3008 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect
3010 * of death.
3011 */
3012#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss)
3014 {
3015 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */
3018 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */
3021 /* GD */
3022 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2524 {
3024 else 2525 /* Pick a random stat and take a point off it. Tell the player
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2526 * what he lost.
2527 */
2528 change_attr_value (&(op->stats), i, -1);
2529 check_stat_bounds (&(op->stats));
2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2531 check_stat_bounds (&(op->contr->orig_stats));
2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2533 lost_a_stat = 1;
3026 } 2534 }
3027 else 2535 else
3028 { 2536 {
3029 num_stats_lose = 1; 2537 /* deplete a stat */
3030 } 2538 archetype *deparch = archetype::find (shstr_depletion);
3031 lost_a_stat = 0; 2539 object *dep;
3032 2540
3033 for (z = 0; z < num_stats_lose; z++) 2541 dep = present_arch_in_ob (deparch, op);
3034 { 2542 if (!dep)
3035 i = RANDOM () % NUM_STATS;
3036
3037 if (settings.stat_loss_on_death)
3038 { 2543 {
3039 /* Pick a random stat and take a point off it. Tell the player 2544 dep = deparch->instance ();
3040 * what he lost. 2545 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2546 }
3049 else 2547 lose_this_stat = 1;
2548 if (settings.balanced_stat_loss)
3050 { 2549 {
3051 /* deplete a stat */ 2550 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2551 /* Get the stat that we're about to deplete. */
3053 object *dep; 2552 this_stat = get_attr_value (&(dep->stats), i);
3054 2553 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2554 {
3058 dep = arch_to_object (deparch); 2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2556 int keep_chance = this_stat * this_stat;
3060 } 2557
3061 lose_this_stat = 1; 2558 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 2559 if (keep_chance < 1)
2560 keep_chance = 1;
2561
2562 /* There is a maximum depletion total per level. */
2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3068 { 2564 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2565 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2566 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2567 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2568 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2569 else
3103 if (this_stat >= -50)
3104 { 2570 {
3105 change_attr_value (&(dep->stats), i, -1); 2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 2572 lose_this_stat = 0;
2573 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2574 this_stat, keep_chance, loss_chance,
2575 lose_this_stat?"LOSE":"KEEP"); */
3110 } 2576 }
3111 } 2577 }
3112 } 2578 }
2579
2580 if (lose_this_stat)
2581 {
2582 this_stat = get_attr_value (&dep->stats, i);
2583 /* We could try to do something clever like find another
2584 * stat to reduce if this fails. But chances are, if
2585 * stats have been depleted to -50, all are pretty low
2586 * and should be roughly the same, so it shouldn't make a
2587 * difference.
2588 */
2589 if (this_stat >= -50)
2590 {
2591 change_attr_value (&(dep->stats), i, -1);
2592 SET_FLAG (dep, FLAG_APPLIED);
2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2594 op->update_stats ();
2595 lost_a_stat = 1;
2596 }
3113 } 2597 }
2598 }
2599 }
2600
3114 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2602 if (!lost_a_stat)
3116 { 2603 {
3117 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2605 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
3120 2607
3121 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3123 else 2610 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3125 } 2612 }
3126#else 2613#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3128#endif 2615#endif
3129 2616
3130 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2618 * exp loss on the stone.
3132 */ 2619 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
3134 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
3135 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
3136 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3137 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
3138 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);
3139 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2627
3143 /**************************************/ 2628 /**************************************/
3144 /* */ 2629 /* */
3145 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */
3148 /* */ 2631 /* */
3149 /**************************************/ 2632 /**************************************/
3150 2633
3151 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */
3153 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op);
3155
3156 if (tmp)
3157 {
3158 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 }
3161
3162 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op);
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 }
3169
3170 cure_disease (op, 0); /* remove any disease */
3171
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100)
3175 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2636
3180 /* 2637 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if 2638 * Check to see if the player has any unpaid items. If so, remove them
3182 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
3183 * in the map. 2640 */
3184 */ 2641 op->drop_unpaid_items ();
3185 2642
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/ 2643 /****************************************/
3190 /* */ 2644 /* */
3191 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
3193 /* */ 2647 /* */
3194 /****************************************/ 2648 /****************************************/
3195 2649
3196 enter_player_savebed (op); 2650 enter_player_savebed (op);
3197 2651
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2652 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2653
3204 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2657 * on the space that might harm the player.
3208 */ 2658 */
3209 will_kill_again = 0; 2659 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2660 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
3213 2663
3214 if (will_kill_again) 2664 if (will_kill_again)
3215 { 2665 {
3216 object *force; 2666 object *force;
3217 int at; 2667 int at;
3218 2668
3219 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2671 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2676 force->resist[at] = 100;
3227 2677
3228 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
3229 fix_player (op); 2679 op->update_stats ();
3230
3231 }
3232
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 { 2680 }
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241 2681
3242 op->contr->party = NULL; 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2683}
3302 2684
3303 2685static void
3304void
3305loot_object (object *op) 2686loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
3308 2689
3309 if (op->container) 2690 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2691
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
3315 { 2693 {
3316 next = tmp->below; 2694 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2695
2696 if (tmp->invisible)
3318 continue; 2697 continue;
2698
3319 tmp->remove (); 2699 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
3321 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2704
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3326 { 2706 {
3327 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
3328 { 2708 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3330 tmp2->destroy ();
3331 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 } 2711 }
3333 else 2712 else
3334 tmp->destroy (); 2713 tmp->destroy ();
3335 } 2714 }
3341/* 2720/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed. 2723 * was changed.
3345 */ 2724 */
3346
3347void 2725void
3348fix_weight (void) 2726fix_weight ()
3349{ 2727{
3350 player *pl; 2728 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2729 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3355 2731
3356 if (old == sum) 2732 pl->ob->update_weight ();
3357 continue; 2733
3358 fix_player (pl->ob); 2734 if (old != pl->ob->carrying)
2735 {
2736 pl->ob->update_stats ();
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
3360 } 2739 }
3361} 2740}
3362 2741
3363void 2742void
3364fix_luck (void) 2743fix_luck ()
3365{ 2744{
3366 player *pl; 2745 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2747 pl->ob->change_luck (0);
3371} 2748}
3372
3373 2749
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3377 */ 2753 */
3378
3379void 2754void
3380cast_dust (object *op, object *throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3381{ 2756{
3382 object *skop, *spob; 2757 object *skop, *spob;
3383 2758
3410} 2785}
3411 2786
3412void 2787void
3413make_visible (object *op) 2788make_visible (object *op)
3414{ 2789{
3415 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3416 op->invisible = 0; 2791 op->invisible = 0;
2792
3417 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3418 { 2794 {
3419 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3421 } 2797 }
2798
3422 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3423} 2800}
3424 2801
3425int 2802int
3426is_true_undead (object *op) 2803is_true_undead (object *op)
3427{ 2804{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 2806 return 1;
3432 2807
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 2808 return 0;
3439} 2809}
3440 2810
3441/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3443 * indicate greater hideability. 2813 * indicate greater hideability.
3444 */ 2814 */
3445
3446int 2815int
3447hideability (object *ob) 2816hideability (object *ob)
3448{ 2817{
3449 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3450 sint16 x, y; 2819 sint16 x, y;
3451 2820
3452 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3453 return 0; 2822 return 0;
3454 2823
3455 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3456 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3457 2826
3458 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3459 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3460 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3461 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3462 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3463 2832
3464 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 { 2837 {
3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue; 2840 continue;
3471 } 2841
3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473 level += 2; 2843 level += 2;
3474 else /* open terrain! */ 2844 else /* open terrain! */
3475 level -= 1; 2845 level -= 1;
3476 } 2846 }
3484/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 2858 */
3489
3490void 2859void
3491do_hidden_move (object *op) 2860do_hidden_move (object *op)
3492{ 2861{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3494 object *skop;
3495 2863
3496 if (!op || !op->map) 2864 if (!op || !op->map)
3497 return; 2865 return;
3498 2866
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3500 2869
3501 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3505 { 2873 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op); 2875 make_visible (op);
3508 return; 2876 return;
3509 } 2877 }
3510 else 2878 else
3511 num += 20; 2879 num += 20;
3512 } 2880
3513 num += op->map->difficulty; 2881 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 2883 num -= hide;
2884
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 2886 {
3518 make_visible (op); 2887 make_visible (op);
2888
3519 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 } 2891 }
3522 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526} 2894}
3527 2895
3528/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3529 2897
3530int 2898int
3557 if (mflags & P_OUT_OF_MAP) 2925 if (mflags & P_OUT_OF_MAP)
3558 continue; 2926 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue; 2928 continue;
3561 2929
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3563 { 2931 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1; 2933 return 1;
3566 else if (tmp->type == PLAYER) 2934 else if (tmp->type == PLAYER)
3567 { 2935 {
3578 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3579 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3580 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3584 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3586 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3587 * -b.t. 2955 * -b.t.
3588 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3589 */ 2957 */
3590
3591int 2958int
3592player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3593{ 2960{
3594 rv_vector rv; 2961 rv_vector rv;
3595 int dx, dy; 2962 int dx, dy;
3597 if (pl->type != PLAYER) 2964 if (pl->type != PLAYER)
3598 { 2965 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 2967 return -1;
3601 } 2968 }
2969
3602 if (!pl || !op) 2970 if (!pl || !op)
3603 return 0; 2971 return 0;
3604 2972
3605 if (op->head)
3606 {
3607 op = op->head; 2973 op = op->head_ ();
3608 } 2974
3609 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3610 2976
3611 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 2978 * through the object and find if it has any
3613 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3614 * a blocked los square. 2980 * a blocked los square.
3615 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3616 */ 2982 */
3617 while (op) 2983 while (op)
3618 { 2984 {
3619 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3621 2987
3622 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3623 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values.
3625 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3629 return 1; 2989 return 1;
2990
3630 op = op->more; 2991 op = op->more;
3631 } 2992 }
3632 return 0;
3633}
3634 2993
3635/* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding
3637 * place or invisiblity spell. Artefact invisiblity is not
3638 * effected by this. If we arent invisible to begin with, we
3639 * return 0.
3640 */
3641int
3642action_makes_visible (object *op)
3643{
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0;
3649
3650 if (op->contr && op->contr->tmp_invis == 0)
3651 return 0;
3652
3653 /* If monsters, they should become visible */
3654 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3655 {
3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657 return 1;
3658 }
3659 }
3660 return 0; 2994 return 0;
3661} 2995}
3662 2996
3663/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3669 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3670 */ 3004 */
3671int 3005int
3672op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3673{ 3007{
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3683 { 3015 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 { 3017 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3688 { 3022 {
3689 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3695 { 3027 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3697 {
3698 if (x != NULL && y != NULL) 3028 if (x && y)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3700 return 1; 3031 return 1;
3701 }
3702 } 3032 }
3703 } 3033
3704 if (x != NULL && y != NULL) 3034 if (x && y)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3706 return 1; 3037 return 1;
3707 } 3038 }
3708 } 3039 }
3709 } 3040 }
3041
3710 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3711 return 0; 3043 return 0;
3712} 3044}
3713 3045
3714/* 3046/*
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3063 int i = 0, j = 0;
3732 3064
3733 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3736 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3738 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3740 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3742 3074
3743 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3744 return; 3076 return;
3745 3077
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747 3079
3748 if (tr == NULL || tr->item == NULL) 3080 if (!tr || !tr->item)
3749 { 3081 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return; 3083 return;
3752 } 3084 }
3753 3085
3754 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3087 item = tr->item;
3756 3088
3757 if (item->type == SPELL) 3089 if (item->type == SPELL)
3758 { 3090 {
3759 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3760 return; 3092 return;
3819 { 3151 {
3820 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3153 object *skin;
3822 3154
3823 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3157 ;
3158
3825 if (skin == NULL) 3159 if (!skin)
3826 return; 3160 return;
3827 3161
3828 /* adding new spellpath attunements */ 3162 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3164 {
3841 else 3175 else
3842 j = 1; 3176 j = 1;
3843 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3844 } 3178 }
3845 } 3179 }
3180
3846 strcat (buf, "."); 3181 strcat (buf, ".");
3847 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3848 } 3183 }
3849 3184
3850 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861 } 3196 }
3862 else 3197 else
3863 { 3198 {
3864 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3865 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3866 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3867 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3868 if (who->type == PLAYER)
3869 esrv_send_item (who, tmp);
3870 } 3203 }
3871} 3204}
3872 3205
3873/** 3206//-GPL
3874 * Unready an object for a player. This function does nothing if the object was 3207
3875 * not readied. 3208sint8
3876 */ 3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3877void 3224void
3878player_unready_range_ob (player *pl, object *ob) 3225player::infobox (const char *title, const char *msg, int color)
3879{ 3226{
3880 rangetype i; 3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3881
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883 {
3884 if (pl->ranges[i] == ob)
3885 {
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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