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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.235 by root, Wed Nov 4 17:24:00 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
173 }
174 strncat (news + size, buf, HUGE_BUF - size);
175 size += strlen (buf);
176 }
177 }
178
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308 37
309/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
310static void 39static void
311set_first_map (object *op) 40set_first_map (object *op)
312{ 41{
313 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
314 op->x = -1; 43 op->x = -1;
315 op->y = -1; 44 op->y = -1;
316 enter_exit (op, NULL);
317} 45}
318 46
47void
48player::activate ()
49{
50 if (active)
51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
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 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212}
213
214void
215player::set_observe (object *op)
216{
217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
226}
227
228player::player ()
229{
230 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point.
232 */
233 outputs_sync = 4;
234 outputs_count = 4;
235 unapply = unapply_nochoice;
236
237 savebed_map = first_map_path; /* Init. respawn position */
238
239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy ();
261 }
262
263 ob = observe = viewpoint = 0;
264}
265
266player::~player ()
267{
268 /* Clear item stack */
269 free (stack_items);
270}
271
319/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
321 * mode. 274 * mode.
322 */ 275 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 276player *
277player::create ()
278{
279 player *pl = new player;
328 280
329 p = get_player (NULL); 281 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 282
333 if (p->socket.faces_sent == NULL) 283 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 284 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */
335 286
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 287 set_first_map (pl->ob);
344 288
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 289 return pl;
353} 290}
354 291
355/* 292/*
356 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
359 */ 296 */
360archetype * 297archetype *
361get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
362{ 299{
363 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
364 307
365 for (;;) 308 for (;;)
366 { 309 {
367 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
368 at = first_archetype; 311 i = archetypes.begin ();
369 else 312 else if (*i == at)
370 at = at->next; 313 cleanup ("not a single player archetype found");
314
371 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
372 return at; 316 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 317 }
379} 318}
380
381 319
382object * 320object *
383get_nearest_player (object *mon) 321get_nearest_player (object *mon)
384{ 322{
385 object *op = NULL; 323 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 324 objectlink *ol;
388 unsigned lastdist; 325 unsigned lastdist;
389 rv_vector rv; 326 rv_vector rv;
390 327
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 329 {
393 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop.
397 */
398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
400 object *tmp = ol->ob;
401
402 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared.
404 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406 ol = ol->next;
407 remove_friendly_object (tmp);
408 if (!ol)
409 return op;
410 }
411
412 /* Remove special check for player from this. First, it looks to cause
413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
414 * complicated method of state checking would be needed in any case -
415 * as it was, a clever player could type quit, and the function would
416 * skip them over while waiting for confirmation. Remove
417 * on_same_map check, as can_detect_enemy also does this
418 */
419 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 331 continue;
421 332
422 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
423 { 334 {
424 op = ol->ob; 335 op = ol->ob;
425 lastdist = rv.distance; 336 lastdist = rv.distance;
426 } 337 }
427 } 338 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 339
429 { 340 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
434 { 343 {
435 op = pl->ob; 344 op = pl->ob;
436 lastdist = rv.distance; 345 lastdist = rv.distance;
437 } 346 }
438 } 347
439 }
440#if 0 348#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 350#endif
443 return op; 351 return op;
444} 352}
462 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 372 * is probably not a good thing.
465 */ 373 */
466#define MAX_SPACES 50 374#define MAX_SPACES 50
467
468 375
469/* 376/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 410 x = mon->x;
504 y = mon->y; 411 y = mon->y;
505 m = mon->map; 412 m = mon->map;
506 dir = rv.direction; 413 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
509 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 418 if (diff > max)
511 return 0; 419 return 0;
420
512 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
513 { 422 {
514 lastx = x; 423 lastx = x;
515 lasty = y; 424 lasty = y;
516 lastmap = m; 425 lastmap = m;
598 max--; 507 max--;
599 lastdir = dir; 508 lastdir = dir;
600 if (!firstdir) 509 if (!firstdir)
601 firstdir = dir; 510 firstdir = dir;
602 } 511 }
512
603 if (diff <= 1) 513 if (diff <= 1)
604 { 514 {
605 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 516 * headed toward player for entire distance.
607 */ 517 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 520 }
521
611 if (diff > max) 522 if (diff > max)
612 return 0; 523 return 0;
613 } 524 }
525
614 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
615 if (!max) 527 if (!max)
616 return 0; 528 return 0;
617 529
618 return firstdir; 530 return firstdir;
619} 531}
620 532
621void 533void
622give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
623{ 535{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL) 536 if (pl->randomitems)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628 538
629 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
630 { 540 {
631 next = op->below; 541 next = op->below;
632 542
633 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
634 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
639 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions 550 * by this player due to race restrictions
641 */ 551 */
642 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
643 { 553 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
645 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
646 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
647 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
649 { 561 {
650 op->destroy (); 562 op->destroy ();
651 continue; 563 continue;
652 } 564 }
653 } 565 }
654 566
655 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
656 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
657 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */ 570 */
661 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
662 { 572 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 { 575 {
671 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
673 continue; 579 break;
674 } 580 }
675 581
676 if (op->nrof > 1) 582 if (op->nrof > 1)
677 op->nrof = 1; 583 op->nrof = 1;
678 } 584 }
679 585
680 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 588
685 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
687 * merged properly. 591 * merged properly.
688 */ 592 */
689 if (need_identify (op)) 593 if (need_identify (op))
690 { 594 {
691 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 598 }
599
695 if (op->type == SPELL) 600 if (op->type == SPELL)
696 { 601 {
697 op->destroy (); 602 op->destroy ();
698 continue; 603 continue;
699 } 604 }
701 { 606 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 608 op->stats.exp = 0;
704 op->level = 1; 609 op->level = 1;
705 } 610 }
706 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
710 614
711 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
712 link_player_skills (pl); 616 pl->contr->link_skills ();
713}
714
715void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 617}
797 618
798void 619void
799get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
800{ 621{
801 if (party == NULL) 622 if (party == NULL)
802 { 623 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 625 return;
805 } 626 }
627
806 op->contr->write_buf[0] = '\0'; 628 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 632}
811
812 633
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 635static int
815roll_stat (void) 636roll_stat (void)
816{ 637{
817 int a[4], i, j, k; 638 int a[4], i, j, k;
818 639
819 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
821 642
822 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 644 if (a[i] < k)
824 k = a[i], j = i; 645 k = a[i], j = i;
825 646
826 for (i = 0, k = 0; i < 4; i++) 647 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 648 if (i != j)
829 k += a[i]; 649 k += a[i];
830 } 650
831 return k; 651 return k;
832} 652}
833 653
834void 654void
835roll_stats (object *op) 655object::roll_stats ()
836{ 656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
837 int sum = 0; 661 int sum = 0;
838 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
840 664
841 do 665 if (sum >= 82 && sum <= 116)
666 break;
842 { 667 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 668
854 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 671
863 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
864 do 673 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 674
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 675 stats.exp = 0;
899 op->stats.ac = 0; 676 stats.ac = 0;
900 677
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
909 op->contr->orig_stats = op->stats; 688 contr->orig_stats = stats;
689 }
910} 690}
911 691
912void 692void
913Roll_Again (object *op) 693object::swap_stats (int a, int b)
914{ 694{
915 esrv_new_player (op->contr, 0); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 696
920void 697 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
708 stats.hp = stats.maxhp;
709 stats.sp = stats.maxsp;
710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
718 contr->orig_stats = stats;
719 }
720}
721
722static void
723start_info (object *op)
922{ 724{
923 signed char tmp;
924 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
925 726
926 if (op->contr->Swap_First == -1) 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 729}
1041 730
1042/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
1046 * not the class. 735 * not the class.
1047 */ 736 */
1048 737void
1049int 738player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 739{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
1066 742
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 744 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
1070 746
1071 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
1073 749
1074 op->contr->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
1075 751
1076 if (op->msg) 752 if (ob->msg)
1077 op->msg = NULL; 753 ob->msg = 0;
1078 754
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 755 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
1093 fix_player (op); 759 ob->update_stats ();
1094 760
1095 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1096 * is one for this race 762 * is one for this race
1097 */ 763 */
1098 if (*first_map_ext_path) 764 if (*first_map_ext_path)
1099 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 tmp->destroy ();
1112 }
1113 else 766 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 768}
1117 return 0;
1118 }
1119 769
770void
771player::chargen_race_next ()
772{
1120 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1122 */ 775 */
1123 776
1124 tmp_loop = 0; 777 do
1125 while (!tmp_loop)
1126 { 778 {
1127 shstr name = op->name; 779 shstr name = ob->name;
1128 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1129 781
1130 remove_statbonus (op); 782 ob->remove_statbonus ();
1131 op->remove (); 783 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
1134 op->instantiate (); 786 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1137 op->x = x; 789 ob->x = x;
1138 op->y = y; 790 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 794 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 795 }
796 while (!allowed_class (ob));
1145 797
1146 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 800 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 803 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 804}
1208 805
1209void 806void
1210flee_player (object *op) 807flee_player (object *op)
1211{ 808{
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 816 return;
1220 } 817 }
1221 818
1222 if (op->enemy == NULL) 819 if (!op->enemy)
1223 { 820 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 823 return;
1227 } 824 }
1228 825
1229 /* Seen some crashes here. Since we don't store an
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL;
1237 return;
1238 }
1239
1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 { 827 {
1242 op->enemy = NULL; 828 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 830 return;
1245 } 831 }
832
1246 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1247 834
1248 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1250 { 837 {
1251 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1252 839
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 841 return;
1256 }
1257 } 842 }
843
1258 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 846 op->enemy = NULL;
1261} 847}
1262 848
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 851 * stop.
1267 */ 852 */
1268int 853int
1269check_pick (object *op) 854check_pick (object *op)
1270{ 855{
1271 object *tmp, *next; 856 object *tmp, *next;
1272 int stop = 0; 857 int stop = 0;
1273 int j, k, wvratio; 858 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 859
1276 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1278 return 1; 862 return 1;
1279 863
1280 next = op->below; 864 next = op->below;
1281 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1282 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 870 * destroyed */
1284 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1285 { 872 {
1286 tmp = next; 873 tmp = next;
1287 next = tmp->below; 874 next = tmp->below;
1288 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1289 if (op->destroyed ()) 882 if (op->destroyed ())
1290 return 0; 883 return 0;
1291 884
1292 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1293 continue; 886 continue;
1294 887
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 889 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1299 continue; 893 continue;
1300 } 894 }
1301 895
1302 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1304 { 958 {
1305 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 1018 {
1307 case 0: 1019 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1020 continue;
1309 case 1:
1310 pick_up (op, tmp);
1311 return 1;
1312 case 2:
1313 pick_up (op, tmp);
1314 return 0;
1315 case 3:
1316 return 0; /* stop before pickup */
1317 case 4:
1318 pick_up (op, tmp);
1319 break;
1320 case 5:
1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1328
1329 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp);
1332 break;
1333
1334 default:
1335 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp);
1339 } 1021 }
1340 } 1022 }
1341 else 1023
1342 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1345 { 1027 {
1346 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 }
1384 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for
1389 * example.
1390 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#>
1393 */
1394
1395 /* the first two modes are exclusive: if NOTHING we return, if
1396 * STOP then we stop. All the rest are applied sequentially,
1397 * meaning if any test passes, the item gets picked up. */
1398
1399 /* if mode is set to pick nothing up, return */
1400
1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1403
1404 /* if mode is set to stop when encountering objects, return */
1405 /* take STOP before INHIBIT since it doesn't actually pick
1406 * anything up */
1407
1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1410
1411 /* useful for going into stores and not losing your settings... */
1412 /* and for battles wher you don't want to get loaded down while
1413 * fighting */
1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1416
1417 /* prevent us from turning into auto-thieves :) */
1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue; 1029 continue;
1030 }
1420 1031
1421 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1423 continue; 1037 continue;
1038 }
1424 1039
1425 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1427 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1111 {
1430 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1431 continue; 1113 continue;
1432 } 1114 }
1115 }
1433 1116
1117 /* misc stuff that's useful */
1434 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1436 { 1120 {
1437 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1438 continue; 1122 continue;
1439 } 1123 }
1440 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1441 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1442 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1443 { 1132 */
1444 pick_up (op, tmp);
1445 continue;
1446 }
1447
1448 /* spellbooks, skillscrolls and normal books/scrolls */
1449 if (op->contr->mode & PU_SPELLBOOK)
1450 if (tmp->type == SPELLBOOK)
1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1456 if (op->contr->mode & PU_SKILLSCROLL)
1457 if (tmp->type == SKILLSCROLL)
1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1463 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 /* wands/staves/rods/horns */
1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1477
1478 /* pick up all magical items */
1479 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 if (op->contr->mode & PU_VALUABLES)
1487 { 1135 {
1488 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1489 { 1139 {
1490 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1491 continue;
1492 } 1141 }
1493 }
1494
1495 /* rings & amulets - talismans seems to be typed AMULET */
1496 if (op->contr->mode & PU_JEWELS)
1497 if (tmp->type == RING || tmp->type == AMULET)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1511 /* bows and arrows. Bows are good for selling! */
1512 if (op->contr->mode & PU_BOW)
1513 if (tmp->type == BOW)
1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1519 if (op->contr->mode & PU_ARROW)
1520 if (tmp->type == ARROW)
1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1526 /* all kinds of armor etc. */
1527 if (op->contr->mode & PU_ARMOUR)
1528 if (tmp->type == ARMOUR)
1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1534 if (op->contr->mode & PU_HELMET)
1535 if (tmp->type == HELMET)
1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1541 if (op->contr->mode & PU_SHIELD)
1542 if (tmp->type == SHIELD)
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 if (op->contr->mode & PU_BOOTS)
1549 if (tmp->type == BOOTS)
1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1555 if (op->contr->mode & PU_GLOVES)
1556 if (tmp->type == GLOVES)
1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1562 if (op->contr->mode & PU_CLOAK)
1563 if (tmp->type == CLOAK)
1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1568
1569 /* hoping to catch throwing daggers here */
1570 if (op->contr->mode & PU_MISSILEWEAPON)
1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1576
1577 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON)
1579 {
1580 if (tmp->type == WEAPON && tmp->name != NULL)
1581 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1584 {
1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1590 if (tmp->type == WEAPON && tmp->name == NULL)
1591 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1593 {
1594 pick_up (op, tmp);
1595 continue;
1596 }
1597 }
1598 }
1599
1600 /* misc stuff that's useful */
1601 if (op->contr->mode & PU_KEY)
1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1607
1608 /* any of the last 4 bits set means we use the ratio for value
1609 * pickups */
1610 if (op->contr->mode & PU_RATIO)
1611 {
1612 /* use value density to decide what else to grab */
1613 /* >=7 was >= op->contr->mode */
1614 /* >=7 is the old standard setting. Now we take the last 4 bits
1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1618 {
1619 pick_up (op, tmp);
1620#if 0
1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1622 if (tmp->name != NULL)
1623 {
1624 fprintf (stderr, "%s", tmp->name);
1625 }
1626 else 1142 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1146#endif
1147 CHK_PICK_PICKUP;
1631 continue; 1148 continue;
1632 }
1633 } 1149 }
1634 } /* the new pickup model */ 1150 } /* the new pickup model */
1635 } 1151 }
1636 1152
1637 return !stop; 1153 return !stop;
1643 * found object is returned. 1159 * found object is returned.
1644 */ 1160 */
1645object * 1161object *
1646find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1647{ 1163{
1648 object *tmp = NULL;
1649
1650 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1654 return op; 1173 return arrow;
1174 }
1175
1655 return tmp; 1176 return 0;
1656} 1177}
1657 1178
1658/* 1179/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1184 */
1664
1665object * 1185object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1667{ 1187{
1668 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1670 1190
1671 if (!type) 1191 if (!type)
1675 { 1195 {
1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 { 1197 {
1678 i = 0; 1198 i = 0;
1679 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1680 if (i > betterby) 1201 if (i > betterby)
1681 { 1202 {
1682 tmp = ntmp; 1203 tmp = ntmp;
1683 betterby = i; 1204 betterby = i;
1684 } 1205 }
1685 } 1206 }
1686 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1687 { 1208 {
1688 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1690 { 1211 {
1691 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1692 { 1213 {
1693 *better = 100; 1214 *better = 100;
1694 return arrow; 1215 return arrow;
1702 else 1223 else
1703 { 1224 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1226 {
1706 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1230 {
1710 tmp = arrow; 1231 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1233 }
1713 } 1234 }
1235
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1237 {
1716 tmp = arrow; 1238 tmp = arrow;
1717 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1718 } 1240 }
1241
1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720 { 1243 {
1721 tmp = arrow; 1244 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 } 1246 }
1724 } 1247 }
1725 } 1248 }
1726 } 1249 }
1250
1727 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1728 return find_arrow (op, type); 1252 return find_arrow (op, type);
1729 1253
1730 *better = betterby; 1254 *better = betterby;
1731 return tmp; 1255 return tmp;
1735 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1260 * op = the shooter
1737 * type = bow->race 1261 * type = bow->race
1738 * dir = fire direction 1262 * dir = fire direction
1739 */ 1263 */
1740
1741object * 1264object *
1742pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1743{ 1266{
1744 object *tmp = NULL; 1267 object *tmp = NULL;
1745 maptile *m; 1268 maptile *m;
1746 int i, mflags, found, number; 1269 int i, mflags, found, number;
1747 sint16 x, y; 1270 sint16 x, y;
1762 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1763 { 1286 {
1764 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1765 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 { 1292 {
1769 tmp = NULL; 1293 tmp = 0;
1770 break; 1294 break;
1771 } 1295 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 { 1297 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1776 */ 1300 */
1777 tmp = NULL; 1301 tmp = 0;
1778 break; 1302 break;
1779 } 1303 }
1304
1780 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1789 break; 1308 break;
1790 }
1791 } 1309 }
1792 if (tmp == NULL) 1310
1311 if (!tmp)
1793 return find_arrow (op, type); 1312 return find_arrow (op, type);
1794 1313
1795 if (tmp->head) 1314 if (tmp->head)
1796 tmp = tmp->head; 1315 tmp = tmp->head;
1797 1316
1810 */ 1329 */
1811int 1330int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1332{
1814 object *left, *bow; 1333 object *left, *bow;
1815 int bowspeed, mflags; 1334 int mflags;
1816 maptile *m; 1335 maptile *m;
1817 1336
1818 if (!dir) 1337 if (!dir)
1819 { 1338 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1340 return 0;
1822 } 1341 }
1823 if (op->type == PLAYER) 1342
1824 bow = op->contr->ranges[range_bow]; 1343 if (op->contr)
1344 bow = op->current_weapon;
1825 else 1345 else
1826 { 1346 {
1827 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1354 if (!bow)
1835 { 1355 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1357 return 0;
1838 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1839 } 1362 }
1363
1840 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1841 { 1365 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1367 return 0;
1844 } 1368 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1369
1854 if (arrow == NULL) 1370 if (arrow == NULL)
1855 { 1371 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1373 {
1858 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1377 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1863 return 0; 1380 return 0;
1864 } 1381 }
1865 } 1382 }
1383
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1385 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1386 return 0;
1870 } 1387
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1389 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1391 return 0;
1875 } 1392 }
1876 1393
1877 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1879 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1880 arrow->destroy (); 1398 arrow->destroy ();
1881 return 0; 1399 return 0;
1882 } 1400 }
1883 1401
1884 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1886 if (arrow == NULL) 1404 if (!arrow)
1887 { 1405 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1407 return 0;
1890 } 1408 }
1409
1891 arrow->set_owner (op); 1410 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1412 arrow->direction = dir;
1895 arrow->x = sx; 1413
1896 arrow->y = sy; 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1415 arrow->stats.hp = arrow->stats.dam;
1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1418
1419#if 0
1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1444
1898 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1899 { 1446 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1448 wc -= dex_bonus[op->stats.Dex];
1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1933 } 1454 }
1934 else 1455 else
1935 { 1456 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1457 arrow->level = op->level;
1938 } 1458 arrow->stats.wc -= bow->magic;
1939 1459
1940 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1941 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1942 1465
1943 if (bow->slaying != NULL) 1466 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1468
1946 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1472
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1951 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1952 1475
1953 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1477 move_arrow (arrow);
1955
1956 if (op->type == PLAYER)
1957 {
1958 if (left->destroyed ())
1959 esrv_del_item (op->contr, left->count);
1960 else
1961 esrv_send_item (op, left);
1962 }
1963 1478
1964 return 1; 1479 return 1;
1965} 1480}
1966 1481
1967/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1972 * hence the function name. 1487 * hence the function name.
1973 */ 1488 */
1974int 1489int
1975player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1976{ 1491{
1977 int ret = 0, wcmod = 0; 1492 int ret;
1978 1493
1979 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1980 { 1495 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1497 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1499 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1986 wcmod = -1;
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1502 }
1989 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1990 { 1504 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1994 } 1508 }
1995 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1510 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1514 }
2002 else 1515 else
2003 { 1516 {
2004 /* Simple case */ 1517 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1519 }
1520
2007 return ret; 1521 return ret;
2008} 1522}
2009
2010 1523
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
2013 */ 1526 */
2014void 1527void
2015fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
2016{ 1529{
2017 object *item; 1530 object *item = op->contr->ranged_ob;
2018 1531
2019 if (!op->contr->ranges[range_misc]) 1532 if (!item)
2020 { 1533 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1535 return;
2023 } 1536 }
2024 1537
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1538 if (!item->inv)
2027 { 1539 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1541 return;
2030 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
2031 if (item->type == WAND) 1547 if (item->type == WAND)
2032 { 1548 {
2033 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
2034 { 1550 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
2037 return; 1554 return;
2038 } 1555 }
2039 } 1556 }
2040 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
2041 { 1558 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2043 { 1564 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
2045 if (item->type == ROD) 1567 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1569 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
2049 return; 1572 return;
2050 } 1573 }
2051 } 1574 }
2052 1575
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
2054 { 1577 {
2055 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
2056 if (item->type == WAND) 1580 if (item->type == WAND)
2057 { 1581 {
2058 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
2059 { 1583 {
2060 object *tmp; 1584 object *tmp;
2061 1585
2062 if (item->arch) 1586 if (item->arch)
2063 { 1587 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
2066 item->speed = 0; 1590 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1591 }
2069 if ((tmp = is_player_inv (item))) 1592
1593 if (object *pl = item->visible_to ())
2070 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
2071 } 1595 }
2072 } 1596 }
2073 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1598 drain_rod_charge (item);
2076 }
2077 } 1599 }
2078} 1600}
2079 1601
2080/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
2081 */ 1603 */
2082void 1604bool
2083fire (object *op, int dir) 1605fire (object *op, int dir)
2084{ 1606{
2085 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
2086 1629
2087 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
2089 make_visible (op); 1632 make_visible (op);
2090 1633
2091 switch (op->contr->shoottype) 1634 switch (ob->type)
2092 { 1635 {
2093 case range_none: 1636 case BOW:
2094 return;
2095
2096 case range_bow:
2097 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
2098 return; 1638 break;
2099 1639
2100 case range_magic: /* Casting spells */ 1640 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2102 return; 1642 break;
2103 1643
2104 case range_misc: 1644 case BUILDER:
1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
2105 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
2106 return; 1654 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1655 }
2134}
2135 1656
2136 1657 return true;
1658}
2137 1659
2138/* find_key 1660/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1661 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1662 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1663 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1665 * pl is the player,
2144 * inv is the objects inventory to searched 1666 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1667 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1668 * This function can be called recursively to search containers.
2147 */ 1669 */
2148
2149object * 1670object *
2150find_key (object *pl, object *container, object *door) 1671find_key (object *pl, object *container, object *door)
2151{ 1672{
2152 object *tmp, *key; 1673 object *tmp, *key;
2153 1674
2154 /* Should not happen, but sanity checking is never bad */ 1675 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1676 if (!container->inv)
2156 return NULL; 1677 return 0;
2157 1678
2158 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1681 {
2161 if (door->type == DOOR && tmp->type == KEY) 1682 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1683 break;
1684
2163 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
2165 */ 1687 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1689 break;
2168 } 1690 }
1691
2169 /* No key found - lets search inventories now */ 1692 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1693 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1694 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1695 * a key, return
2173 */ 1696 */
2174 if (!tmp) 1697 if (!tmp)
2175 { 1698 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 {
2178 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1701 if (tmp->type == CONTAINER && tmp->inv)
2180 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1702 if ((key = find_key (pl, tmp, door)))
2182 return key; 1703 return key;
2183 } 1704
2184 }
2185 if (!tmp) 1705 if (!tmp)
2186 return NULL; 1706 return 0;
2187 } 1707 }
1708
2188 /* We get down here if we have found a key. Now if its in a container, 1709 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1710 * see if we actually want to use it
2190 */ 1711 */
2191 if (pl != container) 1712 if (pl != container)
2192 { 1713 {
2193 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
2194 if (!pl->contr) 1715 if (!pl->contr)
2195 return NULL; 1716 return 0;
1717
2196 /* cases where this fails: 1718 /* cases where this fails:
2197 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
2198 * are not in the players inventory. 1720 * are not in the players inventory.
2199 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
2200 * containers can be used. 1722 * containers can be used.
2206 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
2207 * all the others. 1729 * all the others.
2208 */ 1730 */
2209 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory ||
2210 !QUERY_FLAG (container, FLAG_APPLIED) || 1732 !QUERY_FLAG (container, FLAG_APPLIED) ||
2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2212 { 1734 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1737 return NULL;
2216 } 1738 }
2217 } 1739 }
1740
2218 return tmp; 1741 return tmp;
2219} 1742}
2220 1743
2221/* moved door processing out of move_player_attack. 1744/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1745 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1747 * 0 otherwise
2225 */ 1748 */
2226static int 1749static int
2227player_attack_door (object *op, object *door) 1750player_attack_door (object *op, object *door)
2228{ 1751{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1752 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1753 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1754 * otherwise, we fall through to the rest of the code.
2233 */ 1755 */
2234 object *key = find_key (op, op, door); 1756 object *key = find_key (op, op, door);
2235 1757
2236 /* IF we found a key, do some extra work */ 1758 /* If we found a key, do some extra work */
2237 if (key) 1759 if (key)
2238 { 1760 {
2239 object *container = key->env; 1761 object *container = key->env;
2240 1762
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
2243 make_visible (op); 1764 make_visible (op);
1765
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1766 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1767 spring_trap (door->inv, op);
1768
2246 if (door->type == DOOR) 1769 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1770 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1771 else if (door->type == LOCKED_DOOR)
2251 { 1772 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1773 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2253 remove_door2 (door); /* remove door without violence ;-) */ 1774 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1775 }
1776
2255 /* Do this after we print the message */ 1777 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1778 key->decrease (); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1779
2258 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container);
2260 return 1; /* Nothing more to do below */ 1780 return 1; /* Nothing more to do below */
2261 } 1781 }
2262 else if (door->type == LOCKED_DOOR) 1782 else if (door->type == LOCKED_DOOR)
2263 { 1783 {
2264 /* Might as well return now - no other way to open this */ 1784 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1785 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2266 return 1; 1786 return 1;
2267 } 1787 }
1788
2268 return 0; 1789 return 0;
2269} 1790}
2270 1791
2271/* This function is just part of a breakup from move_player. 1792/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1793 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 1794 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 1795 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 1796 * going to try and move (not fire weapons).
2276 */ 1797 */
2277 1798bool
2278void
2279move_player_attack (object *op, int dir) 1799move_player_attack (object *op, int dir)
2280{ 1800{
2281 object *tmp, *mon; 1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2282 sint16 nx, ny; 1802 {
1803 --op->speed_left;
1804 return true;
1805 }
1806
2283 int on_battleground; 1807 int on_battleground;
2284 maptile *m;
2285 1808
2286 nx = freearr_x[dir] + op->x; 1809 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 1810 sint16 ny = freearr_y[dir] + op->y;
2288 1811
2289 on_battleground = op_on_battleground (op, NULL, NULL); 1812 on_battleground = op_on_battleground (op, 0, 0);
1813
1814 if (out_of_map (op->map, nx, ny))
1815 return false;
2290 1816
2291 /* If braced, or can't move to the square, and it is not out of the 1817 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 1818 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 1819 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 1820 * player. This is a pretty nasty hack, because if we could
2295 * move to some space, it then means that if we are braced, we should 1821 * move to some space, it then means that if we are braced, we should
2296 * do nothing at all. As it is, if we are braced, we go through 1822 * do nothing at all. As it is, if we are braced, we go through
2297 * quite a bit of processing. However, it probably is less than what 1823 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 1824 * move_ob uses.
2299 */ 1825 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1826 maptile *m = op->map->xy_find (nx, ny);
1827
1828 /* Go through all the objects, and find ones of interest. Only stop if
1829 * we find a monster - that is something we know we want to attack.
1830 * if its a door or barrel (can roll) see if there may be monsters
1831 * on the space
1832 */
1833 object *mon;
1834 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1835 {
1836 if ((mon->flag [FLAG_ALIVE]
1837 || mon->type == LOCKED_DOOR
1838 || mon->flag [FLAG_CAN_ROLL])
1839 && mon != op)
1840 break;
2301 { 1841 }
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1842
1843 if (!mon) /* This happens anytime the player tries to move */
1844 return false; /* into a wall */
1845
1846 mon = mon->head_ ();
1847
1848 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1849 if (op->contr->weapon_sp_left > 0.f)
1850 if (player_attack_door (op, mon))
1851 {
1852 --op->contr->weapon_sp_left;
1853 return true;
2303 { 1854 }
2304 m = get_map_from_coord (op->map, &nx, &ny); 1855
2305 if (!m) 1856 /* The following deals with possibly attacking peaceful
2306 return; /* Don't think this should happen */ 1857 * or friendly creatures. Basically, all players are considered
1858 * unaggressive. If the moving player has peaceful set, then the
1859 * object should be pushed instead of attacked. It is assumed that
1860 * if you are braced, you will not attack friends accidently,
1861 * and thus will not push them.
1862 */
1863
1864 /* If the creature is a pet, push it even if the player is not
1865 * peaceful. Our assumption is the creature is a pet if the
1866 * player owns it and it is either friendly or unagressive.
1867 */
1868 if (op->type == PLAYER
1869 && ((mon->owner && mon->owner->contr
1870 && same_party (mon->owner->contr->party, op->contr->party))
1871 || mon->owner == op)
1872 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1873 {
1874 /* If we're braced, we don't want to switch places with it */
1875 if (op->contr->braced)
1876 return false;
1877
1878 if (op->speed_left > 0.f)
1879 {
1880 --op->speed_left;
1881
1882 op->play_sound (sound_find ("push_player"));
1883 push_ob (mon, dir, op);
1884
1885 if (action_makes_visible (op))
1886 make_visible (op);
1887
1888 return true;
2307 } 1889 }
2308 else 1890 else
2309 m = op->map;
2310
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 1891 return false;
2315 } 1892 }
2316 1893
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space
2322 */
2323 while (tmp != NULL)
2324 {
2325 if (tmp == op)
2326 {
2327 tmp = tmp->above;
2328 continue;
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp;
2334 break;
2335 }
2336
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */
2344 return; /* into a wall */
2345
2346 if (mon->head != NULL)
2347 mon = mon->head;
2348
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon))
2351 return;
2352
2353 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them.
2359 */
2360
2361 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive.
2364 */
2365 if ((op->type == PLAYER)
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2370#else
2371 && mon->owner == op
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 {
2375 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced)
2377 return;
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op);
2382 return;
2383 }
2384
2385 /* in certain circumstances, you shouldn't attack friendly 1894 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 1895 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 1896 * someone, but put it inside this loop so that you won't
2388 * attack them either. 1897 * attack them either.
2389 */ 1898 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 1899 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1900 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 1901 && ((op->contr->peaceful
2393 (op->contr->peaceful 1902 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 1903 && !on_battleground))
2395 && mon->contr-> 1904 {
2396 peaceful)) && 1905 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 1906 {
1907 --op->speed_left;
1908
2402 if (!op->contr->braced) 1909 if (!op->contr->braced)
2403 { 1910 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1911 op->play_sound (sound_find ("push_player"));
2405 (void) push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2406 } 1913 }
2407 else 1914 else
2408 { 1915 op->statusmsg ("You withhold your attack");
2409 new_draw_info (0, 0, op, "You withhold your attack"); 1916
2410 }
2411 if (op->contr->tmp_invis || op->hide) 1917 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2412 make_visible (op); 1918 make_visible (op);
2413 }
2414 1919
1920 return true;
1921 }
1922 }
2415 /* If the object is a boulder or other rollable object, then 1923 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced. 1924 * roll it if not braced. You can't roll it if you are braced.
2417 */ 1925 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1926 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1927 {
1928 if (op->speed_left > 0.f)
2419 { 1929 {
1930 --op->speed_left;
1931
2420 recursive_roll (mon, dir, op); 1932 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 1933 if (action_makes_visible (op))
2422 make_visible (op); 1934 make_visible (op);
2423 }
2424 1935
1936 return true;
1937 }
1938 }
2425 /* Any generic living creature. Including things like doors. 1939 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 1940 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 1941 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 1942 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 1943 * that party_number -1 is no party, so attacks can still happen.
2430 */ 1944 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1945 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1946 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 1947 {
2435 1948 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit)
2442 { 1949 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 1950 --op->contr->weapon_sp_left;
2444 1951
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 1952 skill_attack (mon, op, 0, 0, 0);
2449 1953
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2464 make_visible (op); 1955 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 1956
2469int 1957 return true;
1958 }
1959 }
1960
1961 return false;
1962}
1963
1964bool
2470move_player (object *op, int dir) 1965move_player (object *op, int dir)
2471{ 1966{
2472 int pick; 1967 int pick;
2473 1968
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1969 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2475 return 0; 1970 return 0;
2476 1971
2477 /* Sanity check: make sure dir is valid */ 1972 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 1973 if ((dir < 0) || (dir >= 9))
2479 { 1974 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 1975 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 1976 return 0;
2482 } 1977 }
2483 1978
2484 /* peterm: added following line */ 1979 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1981 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 1982
2488 op->facing = dir; 1983 op->facing = dir;
2489 1984
2490 if (op->hide) 1985 if (op->flag [FLAG_HIDDEN])
2491 do_hidden_move (op); 1986 do_hidden_move (op);
2492 1987
1988 bool retval;
1989
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 1991 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 1992 else if (op->contr->fire_on)
2496 fire (op, dir); 1993 retval = fire (op, dir);
2497 else 1994 else
2498 { 1995 {
2499 move_player_attack (op, dir); 1996 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 1997 pick = check_pick (op);
2501 } 1998 }
2502 1999
2503 /* Add special check for newcs players and fire on - this way, the 2000 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2001 * server can handle repeat firing.
2505 */ 2002 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2003 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2004 op->direction = dir;
2509 }
2510 else 2005 else
2511 {
2512 op->direction = 0; 2006 op->direction = 0;
2513 } 2007
2514 /* Update how the player looks. Use the facing, so direction may 2008 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2009 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2010 * for players.
2517 */ 2011 */
2518 animate_object (op, op->facing); 2012 animate_object (op, op->facing);
2519 return 0; 2013
2014 return retval;
2520} 2015}
2521 2016
2522/* This is similar to handle_player, below, but is only used by the 2017/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2018 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2019 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2020 * the new speed values for commands.
2526 * 2021 *
2527 * Returns true if there are more actions we can do. 2022 * Returns true if there are more actions we can do. Should not do
2023 * many actions in a row, as that would be too unfair to other
2024 * players.
2528 */ 2025 */
2529int 2026bool
2530handle_newcs_player (object *op) 2027handle_newcs_player (object *op)
2531{ 2028{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2029 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2030 {
2554 flee_player (op); 2031 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2032 {
2558 op->speed_left--; 2033 --op->speed_left;
2034 flee_player (op);
2035
2559 return 0; 2036 return true;
2560 } 2037 }
2038 else
2039 return false;
2561 } 2040 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2041
2571 /* call this here - we also will call this in do_ericserver, but 2042 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2043 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2044 * called, so we recheck it here.
2574 */ 2045 */
2575 HandleClient (&op->contr->socket, op->contr); 2046 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2047 return true;
2578 2048
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2049 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2050 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2051
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2052 return false;
2595} 2053}
2596 2054
2597int 2055int
2598save_life (object *op) 2056save_life (object *op)
2599{ 2057{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2058 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2059 return 0;
2604 2060
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2061 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2063 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2064 op->play_sound (sound_find ("ob_evaporate"));
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2065 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610
2611 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count);
2613 2066
2614 tmp->destroy (); 2067 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2068 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 2069
2617 if (op->stats.hp < 0) 2070 if (op->stats.hp < 0)
2618 op->stats.hp = op->stats.maxhp; 2071 op->stats.hp = op->stats.maxhp;
2619 2072
2620 if (op->stats.food < 0) 2073 if (op->stats.food < 0)
2621 op->stats.food = 999; 2074 op->stats.food = 999;
2622 2075
2623 fix_player (op); 2076 op->update_stats ();
2624 return 1; 2077 return 1;
2625 } 2078 }
2079
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2080 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2081 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2082 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2083 return 0;
2630} 2084}
2631 2085
2632/* This goes throws the inventory and removes unpaid objects, and puts them 2086/* This goes throws the inventory and removes unpaid objects, and puts them
2633 * back in the map (location and map determined by values of env). This 2087 * back in the map (location and map determined by values of env). This
2634 * function will descend into containers. op is the object to start the search 2088 * function will descend into containers. op is the object to start the search
2635 * from. 2089 * from.
2636 */ 2090 */
2091static void
2092drop_unpaid_items (object *op, object *env)
2093{
2094 while (op)
2095 {
2096 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2097
2098 if (QUERY_FLAG (op, FLAG_UNPAID))
2099 op->insert_at (env);
2100 else if (op->inv)
2101 drop_unpaid_items (op->inv, env);
2102
2103 op = next;
2104 }
2105}
2106
2637void 2107void
2638remove_unpaid_objects (object *op, object *env) 2108object::drop_unpaid_items ()
2639{ 2109{
2640 object *next; 2110 if (!flag [FLAG_REMOVED])
2641 2111 ::drop_unpaid_items (inv, this);
2642 while (op)
2643 {
2644 next = op->below; /* Make sure we have a good value, in case
2645 * we remove object 'op'
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0);
2655 }
2656 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env);
2658 op = next;
2659 }
2660} 2112}
2661
2662 2113
2663/* 2114/*
2664 * Returns pointer a static string containing gravestone text 2115 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2116 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2117 * actually uses this function. player.c may not be quite the
2667 * best, a misc file for object actions is probably better, 2118 * best, a misc file for object actions is probably better,
2668 * but there isn't one in the server directory. 2119 * but there isn't one in the server directory.
2669 */ 2120 */
2670char * 2121const char *
2671gravestone_text (object *op) 2122gravestone_text (object *op)
2672{ 2123{
2673 static char buf2[MAX_BUF]; 2124 static dynbuf_text buf;
2674 char buf[MAX_BUF];
2675 time_t now = time (NULL);
2676 2125
2677 strcpy (buf2, " R.I.P.\n\n"); 2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2678 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2130 buf << " the " << op->contr->title;
2680 else 2131
2681 sprintf (buf, "%s\n", &op->name); 2132 buf << "\n\n";
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2133
2683 strcat (buf2, buf); 2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2684 if (op->type == PLAYER) 2138 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2139 buf << "by " << op->contr->killer_name () << ".\n\n";
2686 else 2140
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2688 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf);
2690 if (op->type == PLAYER)
2691 { 2141 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2142 static char buf2[128];
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2143 time_t now = time (NULL);
2694 strcat (buf2, buf);
2695 }
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2145 buf << buf2;
2698 strcat (buf2, buf); 2146 }
2147
2699 return buf2; 2148 return buf;
2700} 2149}
2701
2702
2703 2150
2704void 2151void
2705do_some_living (object *op) 2152do_some_living (object *op)
2706{ 2153{
2707 int last_food = op->stats.food; 2154 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2160 int rate_grace = 2000;
2714 const int max_hp = 1; 2161 const int max_hp = 1;
2715 const int max_sp = 1; 2162 const int max_sp = 1;
2716 const int max_grace = 1; 2163 const int max_grace = 1;
2717 2164
2718 if (op->contr->outputs_sync) 2165 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2166 {
2167 op->invisible = 1000;
2168 /* the socket code flashes the player visible/invisible
2169 * depending on the value of invisible, so we need to
2170 * alternate it here for it to work correctly.
2171 */
2172 if (pticks & 2)
2173 op->invisible--;
2174 }
2175 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2176 {
2177 if (!op->invisible--)
2178 {
2179 make_visible (op);
2180 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2181 }
2182 }
2724 2183
2725 if (op->contr->state == ST_PLAYING) 2184 if (op->contr->ns->state == ST_PLAYING)
2726 { 2185 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2186 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2187 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2188 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2189 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2190 else
2733 { 2191 {
2734 gen_hp = op->stats.maxhp; 2192 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2193 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2194 }
2195
2737 if (op->contr->gen_sp >= 0) 2196 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2197 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2198 else
2740 { 2199 {
2741 gen_sp = op->stats.maxsp; 2200 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2201 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2202 }
2203
2744 if (op->contr->gen_grace >= 0) 2204 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2205 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2206 else
2747 { 2207 {
2748 gen_grace = op->stats.maxgrace; 2208 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2209 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2210 }
2751 2211
2752 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp)
2757 {
2758 op->stats.sp++;
2759 /* dms do not consume food */
2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2761 {
2762 op->stats.food--;
2763 if (op->contr->digestion < 0)
2764 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food;
2767 }
2768 }
2769 if (max_sp > 1)
2770 {
2771 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0)
2773 {
2774 if (op->stats.sp < op->stats.maxsp)
2775 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--;
2779 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp;
2781 }
2782 op->last_sp = 0;
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 }
2794
2795 /* Regenerate Grace */ 2212 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2213 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2214 if (--op->last_grace < 0)
2798 { 2215 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2216 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2217 op->stats.grace++; /* no penalty in food for regaining grace */
2218
2801 if (max_grace > 1) 2219 if (max_grace > 1)
2802 { 2220 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2221 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2222 if (over_grace > 0)
2805 { 2223 {
2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2235 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2818 } 2236 }
2819 /* wearing stuff doesn't detract from grace generation. */ 2237 /* wearing stuff doesn't detract from grace generation. */
2820 } 2238 }
2821 2239
2240 if (op->stats.food > 0)
2241 {
2822 /* Regenerate Hit Points */ 2242 /* Regenerate Spell Points */
2823 if (--op->last_heal < 0) 2243 if (!op->contr->golem && --op->last_sp < 0)
2824 {
2825 if (op->stats.hp < op->stats.maxhp)
2826 { 2244 {
2827 op->stats.hp++; 2245 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2828 /* dms do not consume food */ 2246
2829 if (!QUERY_FLAG (op, FLAG_WIZ)) 2247 if (op->stats.sp < op->stats.maxsp)
2830 { 2248 {
2249 op->stats.sp++;
2250
2251 /* dms do not consume food */
2252 if (!QUERY_FLAG (op, FLAG_WIZ))
2253 {
2831 op->stats.food--; 2254 op->stats.food--;
2255
2832 if (op->contr->digestion < 0) 2256 if (op->contr->digestion < 0)
2833 op->stats.food += op->contr->digestion; 2257 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2258 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2259 op->stats.food = last_food;
2260 }
2836 } 2261 }
2837 } 2262
2838 if (max_hp > 1) 2263 if (max_sp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 { 2264 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2265 over_sp = (gen_sp + 10) / rate_sp;
2266 if (over_sp > 0)
2267 {
2268 if (op->stats.sp < op->stats.maxsp)
2269 {
2270 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2271
2272 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2273 op->stats.sp--;
2274
2275 if (op->stats.sp > op->stats.maxsp)
2276 op->stats.sp = op->stats.maxsp;
2277 }
2278
2844 op->last_heal = 0; 2279 op->last_sp = 0;
2280 }
2281 else
2282 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2845 } 2283 }
2846 else 2284 else
2285 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2286 }
2287
2288 /* Regenerate Hit Points */
2289 if (--op->last_heal < 0)
2290 {
2291 if (op->stats.hp < op->stats.maxhp)
2847 { 2292 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2293 op->stats.hp++;
2294
2295 /* dms do not consume food */
2296 if (!QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->stats.food--;
2299
2300 if (op->contr->digestion < 0)
2301 op->stats.food += op->contr->digestion;
2302 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2303 op->stats.food = last_food;
2304 }
2849 } 2305 }
2306
2307 if (max_hp > 1)
2308 {
2309 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2310
2311 if (over_hp > 0)
2312 {
2313 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2314 op->last_heal = 0;
2315 }
2316 else
2317 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2318 }
2851 else 2319 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2320 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 } 2321 }
2855 } 2322 }
2856 2323
2857 /* Digestion */ 2324 /* Digestion */
2858 if (--op->last_eat < 0) 2325 if (--op->last_eat < 0)
2859 { 2326 {
2860#ifdef COZY_SERVER 2327 int bonus = max (0, op->contr->digestion),
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2328 penalty = max (0, -op->contr->digestion);
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2329
2867 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2330 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2869 else 2331
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871 /* dms do not consume food */ 2332 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2333 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2334 op->stats.food--;
2874 } 2335 }
2875 }
2876 2336
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2337 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2338 {
2879 object *tmp, *flesh = NULL; 2339 object *flesh = 0;
2880 2340
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2341 for_inv_removable (op, tmp)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2342 {
2343 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2344 continue;
2345
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2346 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2347 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2348 op->statusmsg ("You blindly grab for a bite of food. "
2349 "H<To prevent you from starving, you ate some random item from your backpack.>");
2888 manual_apply (op, tmp, 0); 2350 manual_apply (op, tmp, 0);
2351
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2352 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2353 break;
2891 } 2354 }
2892 else if (tmp->type == FLESH) 2355 else if (tmp->type == FLESH)
2893 flesh = tmp; 2356 flesh = tmp;
2894 } /* End if paid for object */ 2357 }
2895 } /* end of for loop */ 2358
2896 /* If player is still starving, it means they don't have any food, so 2359 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2360 * eat flesh instead.
2898 */ 2361 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2362 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2363 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2364 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2902 manual_apply (op, flesh, 0); 2366 manual_apply (op, flesh, 0);
2367 }
2368
2369 // If player is still starving, alert him!
2370 if (op->stats.food < 0)
2371 op->failmsg ("You are starving! "
2372 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2373 }
2374
2375 if (op->stats.food < 0)
2903 } 2376 {
2904 } /* end if player is starving */ 2377 op->stats.hp += op->stats.food;
2378 op->stats.food = 0;
2905 2379
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2380 if (op->stats.hp < 0)
2907 op->stats.food++, op->stats.hp--; 2381 {
2382 op->contr->killer = archetype::get ("killer_starvation");
2383 op->contr->killer->destroy ();
2384 }
2385 }
2908 2386
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2387 /* killer should be set here already */
2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2389 kill_player (op);
2390 }
2911} 2391}
2912
2913
2914 2392
2915/* If the player should die (lack of hp, food, etc), we call this. 2393/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2394 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2395 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2396 * file.
2919 */ 2397 */
2920void 2398void
2921kill_player (object *op) 2399kill_player (object *op)
2922{ 2400{
2923 char buf[MAX_BUF];
2924 int x, y; 2401 int x, y;
2925
2926 //int i;
2927 maptile *map; /* this is for resurrection */ 2402 maptile *map; /* this is for resurrection */
2928
2929 /* int z;
2930 int num_stats_lose;
2931 int lost_a_stat;
2932 int lose_this_stat;
2933 int this_stat; */
2934 int will_kill_again; 2403 int will_kill_again;
2935 archetype *at; 2404 archetype *at;
2936 object *tmp; 2405 object *tmp;
2937 2406
2938 if (save_life (op)) 2407 if (save_life (op))
2939 return; 2408 return;
2940 2409
2410 dynbuf_text deathtab;
2411
2412 /* restore player */
2413 at = archetype::find ("poisoning");
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r";
2418 }
2419
2420 at = archetype::find ("confusion");
2421 if (object *tmp = present_arch_in_ob (at, op))
2422 {
2423 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r";
2425 }
2426
2427 cure_disease (op, 0, 0); /* remove any disease */
2428
2429 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0)
2434 op->stats.food = 999;
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2941 2447
2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2943 * in cities ONLY!!! It is very important that this doesn't get abused. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2944 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2945 */ 2451 */
2946 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2947 { 2453 {
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950
2951 /* restore player */
2952 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op);
2954 if (tmp)
2955 {
2956 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 }
2959
2960 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op);
2962 if (tmp)
2963 {
2964 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 }
2967
2968 cure_disease (op, 0); /* remove any disease */
2969 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0)
2971 op->stats.food = 999;
2972 2455
2973 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2457 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2458 {
2977 sprintf (buf, "%s's finger", &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2978 tmp->name = buf; 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2979 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2461 tmp->msg = format (
2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2463 &op->name, op->contr->title,
2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2468 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2469 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2470 }
2988 2471
2989 /* teleport defeated player to new destination */ 2472 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2473 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2474 op->contr->braced = 0;
2475
2476 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2992 return; 2477 return;
2993 } 2478 }
2994 2479
2480 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2481 deathtab << "T<YOU HAVE DIED>\n\n";
2482
2995 INVOKE_PLAYER (DEATH, op->contr); 2483 INVOKE_PLAYER (DEATH, op->contr);
2996 2484
2997 command_kill_pets (op, 0); 2485 command_kill_pets (op, 0);
2998 2486
2999 if (op->stats.food < 0) 2487 op->contr->play_sound (sound_find ("player_dies"));
2488
2489 /* save the map location for corpse, gravestone */
2490 x = op->x;
2491 y = op->y;
2492 map = op->map;
2493
2494 /* NOT_PERMADEATH code. This basically brings the character back to
2495 * life if they are dead - it takes some exp and a random stat.
2496 * See the config.h file for a little more in depth detail about this.
2497 */
2498
2499 /* Basically two ways to go - remove a stat permanently, or just
2500 * make it depletion. This bunch of code deals with that aspect
2501 * of death.
2502 */
2503#ifndef COZY_SERVER
2504 if (settings.balanced_stat_loss)
3000 { 2505 {
3001 if (op->contr->explore) 2506 /* If stat loss is permanent, lose one stat only. */
3002 { 2507 /* Lower level chars don't lose as many stats because they suffer
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2508 more if they do. */
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2509 /* Higher level characters can afford things such as potions of
3005 op->stats.food = 999; 2510 restoration, or better, stat potions. So we slug them that
3006 return; 2511 little bit harder. */
3007 } 2512 /* GD */
3008 sprintf (buf, "%s starved to death.", &op->name); 2513 if (settings.stat_loss_on_death)
3009 strcpy (op->contr->killer, "starvation"); 2514 num_stats_lose = 1;
2515 else
2516 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3010 } 2517 }
3011 else 2518 else
3012 { 2519 num_stats_lose = 1;
3013 if (op->contr->explore) 2520
3014 { 2521 lost_a_stat = 0;
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2522
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2523 for (z = 0; z < num_stats_lose; z++)
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name);
3021 } 2524 {
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2525 i = rndm (NUM_STATS);
3023 2526
3024 /* save the map location for corpse, gravestone */
3025 x = op->x;
3026 y = op->y;
3027 map = op->map;
3028
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this.
3035 */
3036
3037 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect
3039 * of death.
3040 */
3041#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss)
3043 {
3044 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */
3047 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */
3050 /* GD */
3051 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2528 {
3053 else 2529 /* Pick a random stat and take a point off it. Tell the player
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2530 * what he lost.
2531 */
2532 change_attr_value (&(op->stats), i, -1);
2533 check_stat_bounds (&(op->stats));
2534 change_attr_value (&(op->contr->orig_stats), i, -1);
2535 check_stat_bounds (&(op->contr->orig_stats));
2536 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2537 lost_a_stat = 1;
3055 } 2538 }
3056 else 2539 else
3057 { 2540 {
3058 num_stats_lose = 1; 2541 /* deplete a stat */
3059 } 2542 archetype *deparch = archetype::find ("depletion");
3060 lost_a_stat = 0; 2543 object *dep;
3061 2544
3062 for (z = 0; z < num_stats_lose; z++) 2545 dep = present_arch_in_ob (deparch, op);
3063 { 2546 if (!dep)
3064 i = RANDOM () % NUM_STATS;
3065
3066 if (settings.stat_loss_on_death)
3067 { 2547 {
3068 /* Pick a random stat and take a point off it. Tell the player 2548 dep = arch_to_object (deparch);
3069 * what he lost. 2549 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2550 }
3078 else 2551 lose_this_stat = 1;
2552 if (settings.balanced_stat_loss)
3079 { 2553 {
3080 /* deplete a stat */ 2554 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2555 /* Get the stat that we're about to deplete. */
3082 object *dep; 2556 this_stat = get_attr_value (&(dep->stats), i);
3083 2557 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2558 {
3087 dep = arch_to_object (deparch); 2559 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2560 int keep_chance = this_stat * this_stat;
3089 } 2561
3090 lose_this_stat = 1; 2562 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2563 if (keep_chance < 1)
2564 keep_chance = 1;
2565
2566 /* There is a maximum depletion total per level. */
2567 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2568 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2569 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2570 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2571 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2572 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2573 else
3132 if (this_stat >= -50)
3133 { 2574 {
3134 change_attr_value (&(dep->stats), i, -1); 2575 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2576 lose_this_stat = 0;
2577 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2578 this_stat, keep_chance, loss_chance,
2579 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2580 }
3140 } 2581 }
3141 } 2582 }
2583
2584 if (lose_this_stat)
2585 {
2586 this_stat = get_attr_value (&dep->stats, i);
2587 /* We could try to do something clever like find another
2588 * stat to reduce if this fails. But chances are, if
2589 * stats have been depleted to -50, all are pretty low
2590 * and should be roughly the same, so it shouldn't make a
2591 * difference.
2592 */
2593 if (this_stat >= -50)
2594 {
2595 change_attr_value (&(dep->stats), i, -1);
2596 SET_FLAG (dep, FLAG_APPLIED);
2597 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2598 op->update_stats ();
2599 lost_a_stat = 1;
2600 }
3142 } 2601 }
2602 }
2603 }
2604
3143 /* If no stat lost, tell the player. */ 2605 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2606 if (!lost_a_stat)
3145 { 2607 {
3146 /* determine_god() seems to not work sometimes... why is this? 2608 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2609 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2610 shstr_tmp god = determine_god (op);
3149 2611
3150 if (god && (strcmp (god, "none"))) 2612 if (god != shstr_none)
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2613 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3152 else 2614 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2615 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3154 } 2616 }
3155#else 2617#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2618 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3157#endif 2619#endif
3158 2620
3159 /* Put a gravestone up where the character 'almost' died. List the 2621 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2622 * exp loss on the stone.
3161 */ 2623 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2624 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2625 tmp->name = format ("%s's gravestone", &op->name);
3164 tmp->name = buf; 2626 tmp->name_pl = format ("%s's gravestones", &op->name);
3165 sprintf (buf, "%s's gravestones", &op->name); 2627 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3166 tmp->name_pl = buf; 2628 &op->name, op->contr->title, op->contr->killer_name ());
3167 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);
3168 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2629 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2630 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2631
3172 /**************************************/ 2632 /**************************************/
3173 /* */ 2633 /* */
3174 /* Subtract the experience points, */ 2634 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */
3177 /* */ 2635 /* */
3178 /**************************************/ 2636 /**************************************/
3179 2637
3180 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */
3182 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op);
3184
3185 if (tmp)
3186 {
3187 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 }
3190
3191 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op);
3193 if (tmp)
3194 {
3195 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 }
3198
3199 cure_disease (op, 0); /* remove any disease */
3200
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2638 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2639 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2640
3209 /* 2641 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2642 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2643 * and put them back in the map.
3212 * in the map. 2644 */
3213 */ 2645 op->drop_unpaid_items ();
3214 2646
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2647 /****************************************/
3219 /* */ 2648 /* */
3220 /* Move player to his current respawn- */ 2649 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2650 /* position (usually last savebed) */
3222 /* */ 2651 /* */
3223 /****************************************/ 2652 /****************************************/
3224 2653
3225 enter_player_savebed (op); 2654 enter_player_savebed (op);
3226 2655
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2656 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2657
3233 /* it is possible that the player has blown something up 2658 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2659 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2660 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2661 * on the space that might harm the player.
3237 */ 2662 */
3238 will_kill_again = 0; 2663 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2665 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2666 will_kill_again |= tmp->attacktype;
3242 2667
3243 if (will_kill_again) 2668 if (will_kill_again)
3244 { 2669 {
3245 object *force; 2670 object *force;
3246 int at; 2671 int at;
3247 2672
3248 force = get_archetype (FORCE_NAME); 2673 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2674 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2675 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2676 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2677 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2678 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2679 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2680 force->resist[at] = 100;
3256 2681
3257 insert_ob_in_ob (force, op); 2682 insert_ob_in_ob (force, op);
3258 fix_player (op); 2683 op->update_stats ();
3259
3260 }
3261
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 { 2684 }
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270 2685
3271 op->contr->party = NULL; 2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2687}
3331
3332 2688
3333void 2689void
3334loot_object (object *op) 2690loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2691{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2692 object *tmp, *tmp2, *next;
3337 2693
3338 if (op->container) 2694 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2695
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2696 for (tmp = op->inv; tmp; tmp = next)
3344 { 2697 {
3345 next = tmp->below; 2698 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2699
2700 if (tmp->invisible)
3347 continue; 2701 continue;
2702
3348 tmp->remove (); 2703 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2704 tmp->x = op->x, tmp->y = op->y;
2705
3350 if (tmp->type == CONTAINER) 2706 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2707 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2708
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2709 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2710 {
3356 if (tmp->nrof > 1) 2711 if (tmp->nrof > 1)
3357 { 2712 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2713 tmp->decrease (rndm (1, tmp->nrof - 1));
3359 tmp2->destroy ();
3360 insert_ob_in_map (tmp, op->map, NULL, 0); 2714 insert_ob_in_map (tmp, op->map, NULL, 0);
3361 } 2715 }
3362 else 2716 else
3363 tmp->destroy (); 2717 tmp->destroy ();
3364 } 2718 }
3370/* 2724/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2725 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2726 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2727 * was changed.
3374 */ 2728 */
3375
3376void 2729void
3377fix_weight (void) 2730fix_weight (void)
3378{ 2731{
3379 player *pl; 2732 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2733 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2734 sint32 old = pl->ob->carrying;
3384 2735
3385 if (old == sum) 2736 pl->ob->update_weight ();
3386 continue; 2737
3387 fix_player (pl->ob); 2738 if (old != pl->ob->carrying)
2739 {
2740 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2741 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2742 }
3389 } 2743 }
3390} 2744}
3391 2745
3392void 2746void
3393fix_luck (void) 2747fix_luck (void)
3394{ 2748{
3395 player *pl; 2749 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2750 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2751 pl->ob->change_luck (0);
3400} 2752}
3401
3402 2753
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2754/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2755 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2756 * just treat this as any other spell casting object.
3406 */ 2757 */
3407
3408void 2758void
3409cast_dust (object *op, object *throw_ob, int dir) 2759cast_dust (object *op, object *throw_ob, int dir)
3410{ 2760{
3411 object *skop, *spob; 2761 object *skop, *spob;
3412 2762
3439} 2789}
3440 2790
3441void 2791void
3442make_visible (object *op) 2792make_visible (object *op)
3443{ 2793{
3444 op->hide = 0; 2794 op->flag [FLAG_HIDDEN] = 0;
3445 op->invisible = 0; 2795 op->invisible = 0;
2796
3446 if (op->type == PLAYER) 2797 if (op->type == PLAYER)
3447 { 2798 {
3448 op->contr->tmp_invis = 0; 2799 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 2800 op->contr->invis_race = 0;
3450 } 2801 }
2802
3451 update_object (op, UP_OBJ_FACE); 2803 update_object (op, UP_OBJ_CHANGE);
3452} 2804}
3453 2805
3454int 2806int
3455is_true_undead (object *op) 2807is_true_undead (object *op)
3456{ 2808{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2809 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 2810 return 1;
3461 2811
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 2812 return 0;
3468} 2813}
3469 2814
3470/* look at the surrounding terrain to determine 2815/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 2816 * the hideability of this object. Positive levels
3472 * indicate greater hideability. 2817 * indicate greater hideability.
3473 */ 2818 */
3474
3475int 2819int
3476hideability (object *ob) 2820hideability (object *ob)
3477{ 2821{
3478 int i, level = 0, mflag; 2822 int i, level = 0, mflag;
3479 sint16 x, y; 2823 sint16 x, y;
3480 2824
3481 if (!ob || !ob->map) 2825 if (!ob || !ob->map)
3482 return 0; 2826 return 0;
3483 2827
3484 /* so, on normal lighted maps, its hard to hide */ 2828 /* so, on normal lighted maps, its hard to hide */
3485 level = ob->map->darkness - 2; 2829 level = ob->map->darklevel () - 2;
3486 2830
3487 /* this also picks up whether the object is glowing. 2831 /* this also picks up whether the object is glowing.
3488 * If you carry a light on a non-dark map, its not 2832 * If you carry a light on a non-dark map, its not
3489 * as bad as carrying a light on a pitch dark map */ 2833 * as bad as carrying a light on a pitch dark map */
3490 if (has_carried_lights (ob)) 2834 if (ob->has_carried_lights ())
3491 level = -(10 + (2 * ob->map->darkness)); 2835 level = -(10 + (2 * ob->map->darklevel ()));
3492 2836
3493 /* scan through all nearby squares for terrain to hide in */ 2837 /* scan through all nearby squares for terrain to hide in */
3494 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2838 for (i = 0, x = ob->x, y = ob->y;
2839 i <= SIZEOFFREE1;
2840 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3495 { 2841 {
3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2842 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3497 if (mflag & P_OUT_OF_MAP) 2843 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue; 2844 continue;
3500 } 2845
3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2846 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3502 level += 2; 2847 level += 2;
3503 else /* open terrain! */ 2848 else /* open terrain! */
3504 level -= 1; 2849 level -= 1;
3505 } 2850 }
3513/* For Hidden creatures - a chance of becoming 'unhidden' 2858/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 2859 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 2860 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 2861 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 2862 */
3518
3519void 2863void
3520do_hidden_move (object *op) 2864do_hidden_move (object *op)
3521{ 2865{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2866 int hide = 0;
3523 object *skop;
3524 2867
3525 if (!op || !op->map) 2868 if (!op || !op->map)
3526 return; 2869 return;
3527 2870
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2871 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2872 int num = random_roll (0, 19, op, PREFER_LOW);
3529 2873
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 2874 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 2875 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 2876 if (!skop || num >= skop->level)
3534 { 2877 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 2879 make_visible (op);
3537 return; 2880 return;
3538 } 2881 }
3539 else 2882 else
3540 num += 20; 2883 num += 20;
3541 } 2884
3542 num += op->map->difficulty; 2885 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 2886 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 2887 num -= hide;
2888
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2889 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 2890 {
3547 make_visible (op); 2891 make_visible (op);
2892
3548 if (op->type == PLAYER) 2893 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 2895 }
3551 else if (op->type == PLAYER && skop) 2896 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2897 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 2898}
3556 2899
3557/* determine if who is standing near a hostile creature. */ 2900/* determine if who is standing near a hostile creature. */
3558 2901
3559int 2902int
3586 if (mflags & P_OUT_OF_MAP) 2929 if (mflags & P_OUT_OF_MAP)
3587 continue; 2930 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2931 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 2932 continue;
3590 2933
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 2935 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2936 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 2937 return 1;
3595 else if (tmp->type == PLAYER) 2938 else if (tmp->type == PLAYER)
3596 { 2939 {
3607 * object op. This function works fine for monsters, 2950 * object op. This function works fine for monsters,
3608 * but we dont worry if the object isnt the top one in 2951 * but we dont worry if the object isnt the top one in
3609 * a pile (say a coin under a table would return "viewable" 2952 * a pile (say a coin under a table would return "viewable"
3610 * by this routine). Another question, should we be 2953 * by this routine). Another question, should we be
3611 * concerned with the direction the player is looking 2954 * concerned with the direction the player is looking
3612 * in? Realistically, most of use cant see stuff behind 2955 * in? Realistically, most of us can't see stuff behind
3613 * our backs...on the other hand, does the "facing" direction 2956 * our backs...on the other hand, does the "facing" direction
3614 * imply the way your head, or body is facing? Its possible 2957 * imply the way your head, or body is facing? It's possible
3615 * for them to differ. Sigh, this fctn could get a bit more complex. 2958 * for them to differ. Sigh, this fctn could get a bit more complex.
3616 * -b.t. 2959 * -b.t.
3617 * This function is now map tiling safe. 2960 * This function is now map tiling safe.
3618 */ 2961 */
3619
3620int 2962int
3621player_can_view (object *pl, object *op) 2963player_can_view (object *pl, object *op)
3622{ 2964{
3623 rv_vector rv; 2965 rv_vector rv;
3624 int dx, dy; 2966 int dx, dy;
3626 if (pl->type != PLAYER) 2968 if (pl->type != PLAYER)
3627 { 2969 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 2970 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 2971 return -1;
3630 } 2972 }
2973
3631 if (!pl || !op) 2974 if (!pl || !op)
3632 return 0; 2975 return 0;
3633 2976
3634 if (op->head)
3635 {
3636 op = op->head; 2977 op = op->head_ ();
3637 } 2978
3638 get_rangevector (pl, op, &rv, 0x1); 2979 get_rangevector (pl, op, &rv, 0x1);
3639 2980
3640 /* starting with the 'head' part, lets loop 2981 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 2982 * through the object and find if it has any
3642 * part that is in the los array but isnt on 2983 * part that is in the los array but isn't on
3643 * a blocked los square. 2984 * a blocked los square.
3644 * we use the archetype to figure out offsets. 2985 * we use the archetype to figure out offsets.
3645 */ 2986 */
3646 while (op) 2987 while (op)
3647 { 2988 {
3648 dx = rv.distance_x + op->arch->clone.x; 2989 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 2990 dy = rv.distance_y + op->arch->y;
3650 2991
3651 /* only the viewable area the player sees is updated by LOS 2992 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3652 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values.
3654 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3658 return 1; 2993 return 1;
2994
3659 op = op->more; 2995 op = op->more;
3660 } 2996 }
2997
3661 return 0; 2998 return 0;
3662} 2999}
3663 3000
3664/* routine for both players and monsters. We call this when 3001/* routine for both players and monsters. We call this when
3665 * there is a possibility for our action distrubing our hiding 3002 * there is a possibility for our action distrubing our hiding
3666 * place or invisiblity spell. Artefact invisiblity is not 3003 * place or invisiblity spell. Artefact invisiblity causes
3667 * effected by this. If we arent invisible to begin with, we 3004 * "noise" instead. If we arent invisible to begin with, we
3668 * return 0. 3005 * return 0.
3669 */ 3006 */
3670int 3007int
3671action_makes_visible (object *op) 3008action_makes_visible (object *op)
3672{ 3009{
3673
3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 { 3011 {
3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3677 return 0; 3019 return 0;
3020 }
3678 3021
3679 if (op->contr && op->contr->tmp_invis == 0) 3022 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0; 3023 return 0;
3681 3024
3682 /* If monsters, they should become visible */ 3025 /* If monsters, they should become visible */
3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3684 { 3027 {
3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3686 return 1; 3029 return 1;
3687 } 3030 }
3688 } 3031 }
3032
3689 return 0; 3033 return 0;
3690} 3034}
3691 3035
3692/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3693 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3698 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3699 */ 3043 */
3700int 3044int
3701op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3702{ 3046{
3703 object *tmp;
3704
3705 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3708 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3709 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3710 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3712 { 3054 {
3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 { 3056 {
3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3717 { 3061 {
3718 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 { 3064 {
3721 object *invtmp;
3722
3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3065 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3724 { 3066 {
3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3067 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3726 { 3068 {
3727 if (x != NULL && y != NULL) 3069 if (x && y)
3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3070 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3071
3729 return 1; 3072 return 1;
3730 } 3073 }
3731 } 3074 }
3732 } 3075 }
3076
3733 if (x != NULL && y != NULL) 3077 if (x && y)
3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3078 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3079
3735 return 1; 3080 return 1;
3736 } 3081 }
3737 } 3082 }
3738 } 3083 }
3084
3739 /* If we got here, did not find a battleground */ 3085 /* If we got here, did not find a battleground */
3740 return 0; 3086 return 0;
3741} 3087}
3742 3088
3743/* 3089/*
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3105 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3106 int i = 0, j = 0;
3761 3107
3762 /* get the appropriate treasurelist */ 3108 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3109 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3110 trlist = treasurelist::find (shstr_dragon_ability_fire);
3765 else if (atnr == ATNR_COLD) 3111 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3112 trlist = treasurelist::find (shstr_dragon_ability_cold);
3767 else if (atnr == ATNR_ELECTRICITY) 3113 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3114 trlist = treasurelist::find (shstr_dragon_ability_elec);
3769 else if (atnr == ATNR_POISON) 3115 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3116 trlist = treasurelist::find (shstr_dragon_ability_poison);
3771 3117
3772 if (trlist == NULL || who->type != PLAYER) 3118 if (trlist == NULL || who->type != PLAYER)
3773 return; 3119 return;
3774 3120
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3121 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3122
3777 if (tr == NULL || tr->item == NULL) 3123 if (!tr || !tr->item)
3778 { 3124 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3125 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3126 return;
3781 } 3127 }
3782 3128
3783 /* everything seems okay - now bring on the gift: */ 3129 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3130 item = tr->item;
3785 3131
3786 if (item->type == SPELL) 3132 if (item->type == SPELL)
3787 { 3133 {
3788 if (check_spell_known (who, item->name)) 3134 if (check_spell_known (who, item->name))
3789 return; 3135 return;
3848 { 3194 {
3849 /* forces in the treasurelist can alter the player's stats */ 3195 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3196 object *skin;
3851 3197
3852 /* first get the dragon skin force */ 3198 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3199 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3200 ;
3201
3854 if (skin == NULL) 3202 if (!skin)
3855 return; 3203 return;
3856 3204
3857 /* adding new spellpath attunements */ 3205 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3206 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3207 {
3891 else 3239 else
3892 { 3240 {
3893 /* generate misc. treasure */ 3241 /* generate misc. treasure */
3894 tmp = arch_to_object (tr->item); 3242 tmp = arch_to_object (tr->item);
3895 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3243 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3896 tmp = insert_ob_in_ob (tmp, who); 3244 who->insert (tmp);
3897 if (who->type == PLAYER)
3898 esrv_send_item (who, tmp);
3899 } 3245 }
3900} 3246}
3901 3247
3902/** 3248/**
3903 * Unready an object for a player. This function does nothing if the object was 3249 * Unready an object for a player. This function does nothing if the object was
3904 * not readied. 3250 * not readied.
3905 */ 3251 */
3906void 3252void
3907player_unready_range_ob (player *pl, object *ob) 3253player_unready_range_ob (player *pl, object *ob)
3908{ 3254{
3909 rangetype i; 3255 if (pl->ob->current_weapon == ob)
3256 pl->ob->current_weapon = 0;
3910 3257
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3258 if (pl->combat_ob == ob)
3912 { 3259 pl->combat_ob = 0;
3260
3913 if (pl->ranges[i] == ob) 3261 if (pl->ranged_ob == ob)
3914 { 3262 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3263}
3264
3265sint8
3266player::darkness_at (maptile *map, int x, int y) const
3267{
3268 if (!ns)
3269 return LOS_BLOCKED;
3270
3271 int dx, dy;
3272 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3273 return LOS_BLOCKED;
3274
3275 x += dx - ns->current_x;
3276 y += dy - ns->current_y;
3277
3278 return blocked_los (x, y);
3279}
3280
3281void
3282player::infobox (const char *title, const char *msg, int color)
3283{
3284 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3285}
3286
3287void
3288player::statusmsg (const char *msg, int color)
3289{
3290 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3291}
3292
3293void
3294player::failmsg (const char *msg, int color)
3295{
3296 play_sound (sound_find ("generic_failure"));
3297 statusmsg (msg, color);
3298}
3299

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