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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 1.259 by root, Sun Mar 28 02:53:46 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 28#include <sproto.h>
28#endif
29#include <sounds.h> 29#include <sounds.h>
30#include <living.h> 30#include <living.h>
31#include <object.h> 31#include <object.h>
32#include <spells.h> 32#include <spells.h>
33#include <skills.h> 33#include <skills.h>
34#include <newclient.h>
35 34
36#ifdef COZY_SERVER 35#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 36#include <functional>
38#endif
39 37
40player * 38playervec 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 39
309/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
310static void 41static void
311set_first_map (object *op) 42set_first_map (object *op)
312{ 43{
313 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
314 op->x = -1; 45 op->x = -1;
315 op->y = -1; 46 op->y = -1;
316 enter_exit (op, NULL);
317} 47}
318 48
319/* Tries to add player on the connection passwd in ns. 49void
320 * All we can really get in this is some settings like host and display 50player::activate ()
321 * mode.
322 */
323
324int
325add_player (client_socket * ns)
326{ 51{
327 player *p; 52 if (active)
53 return;
328 54
329 p = get_player (NULL); 55 players.insert (this);
330 p->socket = *ns; 56 ob->remove ();
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
332 62
333 if (p->socket.faces_sent == NULL) 63void
334 fatal (OUT_OF_MEMORY); 64player::deactivate ()
65{
66 if (!active)
67 return;
335 68
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 69 terminate_all_pets (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 70 remove_friendly_object (ob);
338 * Note that this can result in a client reset if there is partial data 71 ob->deactivate_recursive ();
339 * on the uncoming socket. 72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case WAND:
153 case ROD:
154 case HORN:
155 case BOW:
156 ranged_ob = op;
157 break;
158
159 case WEAPON:
160 combat_ob = op;
161 break;
162 }
163
164 ob->current_weapon = 0;
165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
166 activate (); // change_weapon also activates, but this doesn't hurt
167
168 INVOKE_PLAYER (CONNECT, this);
169 INVOKE_PLAYER (LOGIN, this);
170}
171
172void
173player::disconnect ()
174{
175 if (ob)
176 {
177 ob->close_container (); //TODO: client-specific
178 ob->drop_unpaid_items ();
179 }
180
181 if (ns)
182 {
183 if (active)
184 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
185
186 INVOKE_PLAYER (DISCONNECT, this);
187
188 ns->reset_stats ();
189 ns->pl = 0;
190 ns = 0;
191 }
192
193 // this is important for the player scheduler to get the correct refcount
194 // when ns = 0
195 observe = viewpoint = ob;
196
197 deactivate ();
198}
199
200//-GPL
201
202// the need for this function can be explained
203// by load_object not returning the object
204void
205player::set_object (object *op)
206{
207 ob = observe = viewpoint = op;
208 ob->contr = this; /* this aren't yet in archetype */
209
210 ob->speed = 1.0f;
211 ob->speed_left = 0.5f;
212
213 ob->direction = 5; /* So player faces south */
214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
231
232player::player ()
233{
234 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point.
340 */ 236 */
341 //TODO socket copying is EVIL, do not do this 237 outputs_sync = 4;
342 p->socket.inbuf_len = 0; 238 outputs_count = 4;
343 set_first_map (p->ob); 239 unapply = unapply_nochoice;
344 240
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 241 savebed_map = first_map_path; /* Init. respawn position */
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);
351 242
352 return 0; 243 gen_sp_armour = 10;
244 bowtype = bow_normal;
245 petmode = pet_normal;
246 usekeys = containers;
247 peaceful = 1; /* default peaceful */
248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
252}
253
254void
255player::do_destroy ()
256{
257 disconnect ();
258
259 attachable::do_destroy ();
260
261 if (ob)
262 {
263 ob->destroy_inv (false);
264 ob->destroy ();
265 }
266
267 ob = observe = viewpoint = 0;
268}
269
270player::~player ()
271{
272 /* Clear item stack */
273 free (stack_items);
353} 274}
354 275
355/* 276/*
356 * get_player_archetype() return next player archetype from archetype 277 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 278 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 279 * Note: there MUST be at least one player archetype!
359 */ 280 */
360archetype * 281static archetype *
361get_player_archetype (archetype *at) 282get_player_archetype (archetype *at)
362{ 283{
363 archetype *start = at; 284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
364 291
365 for (;;) 292 for (;;)
366 { 293 {
367 if (at == NULL || at->next == NULL) 294 if (++i == archetypes.end ())
368 at = first_archetype; 295 i = archetypes.begin ();
369 else 296 else if (*i == at)
370 at = at->next; 297 cleanup ("not a single player archetype found");
298
371 if (at->clone.type == PLAYER) 299 if ((*i)->type == PLAYER)
372 return at; 300 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 301 }
379} 302}
380 303
304/* Tries to add player on the connection passed in ns.
305 * All we can really get in this is some settings like host and display
306 * mode.
307 */
308player *
309player::create ()
310{
311 player *pl = new player;
312
313 pl->set_object (get_player_archetype (0)->instance ());
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
319 set_first_map (pl->ob);
320
321 return pl;
322}
381 323
382object * 324object *
383get_nearest_player (object *mon) 325get_nearest_player (object *mon)
384{ 326{
385 object *op = NULL; 327 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 328 objectlink *ol;
388 unsigned lastdist; 329 unsigned lastdist;
389 rv_vector rv; 330 rv_vector rv;
390 331
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 335 continue;
421 336
422 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
423 { 338 {
424 op = ol->ob; 339 op = ol->ob;
425 lastdist = rv.distance; 340 lastdist = rv.distance;
426 } 341 }
427 } 342 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 343
429 { 344 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 345 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 346 if (lastdist > rv.distance)
434 { 347 {
435 op = pl->ob; 348 op = pl->ob;
436 lastdist = rv.distance; 349 lastdist = rv.distance;
437 } 350 }
438 } 351
439 }
440#if 0 352#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 353 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 354#endif
443 return op; 355 return op;
444} 356}
462 * circling behaviour. Unfortunately, this function is also used to determined 374 * 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 375 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 376 * is probably not a good thing.
465 */ 377 */
466#define MAX_SPACES 50 378#define MAX_SPACES 50
467
468 379
469/* 380/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 381 * 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 382 * 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 383 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 414 x = mon->x;
504 y = mon->y; 415 y = mon->y;
505 m = mon->map; 416 m = mon->map;
506 dir = rv.direction; 417 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 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); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
509 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 422 if (diff > max)
511 return 0; 423 return 0;
424
512 while (diff > 1 && max > 0) 425 while (diff > 1 && max > 0)
513 { 426 {
514 lastx = x; 427 lastx = x;
515 lasty = y; 428 lasty = y;
516 lastmap = m; 429 lastmap = m;
598 max--; 511 max--;
599 lastdir = dir; 512 lastdir = dir;
600 if (!firstdir) 513 if (!firstdir)
601 firstdir = dir; 514 firstdir = dir;
602 } 515 }
516
603 if (diff <= 1) 517 if (diff <= 1)
604 { 518 {
605 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 520 * headed toward player for entire distance.
607 */ 521 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 522 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); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 524 }
525
611 if (diff > max) 526 if (diff > max)
612 return 0; 527 return 0;
613 } 528 }
529
614 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
615 if (!max) 531 if (!max)
616 return 0; 532 return 0;
617 533
618 return firstdir; 534 return firstdir;
619} 535}
620 536
621void 537void
622give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
623{ 539{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL) 540 if (pl->randomitems)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628 542
629 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
630 { 544 {
631 next = op->below; 545 next = op->below;
632 546
633 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
634 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
639 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions 554 * by this player due to race restrictions
641 */ 555 */
642 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
643 { 557 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
645 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
646 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
647 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
649 { 565 {
650 op->destroy (); 566 op->destroy ();
651 continue; 567 continue;
652 } 568 }
653 } 569 }
654 570
655 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
656 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
657 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */ 574 */
661 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
662 { 576 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 { 579 {
671 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
673 continue; 583 break;
674 } 584 }
675 585
676 if (op->nrof > 1) 586 if (op->nrof > 1)
677 op->nrof = 1; 587 op->nrof = 1;
678 } 588 }
679 589
680 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 592
685 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
687 * merged properly. 595 * merged properly.
688 */ 596 */
689 if (need_identify (op)) 597 if (need_identify (op))
690 { 598 {
691 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 602 }
603
695 if (op->type == SPELL) 604 if (op->type == SPELL)
696 { 605 {
697 op->destroy (); 606 op->destroy ();
698 continue; 607 continue;
699 } 608 }
701 { 610 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 612 op->stats.exp = 0;
704 op->level = 1; 613 op->level = 1;
705 } 614 }
706 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
710 618
711 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
712 link_player_skills (pl); 620 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} 621}
797 622
798void 623void
799get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
800{ 625{
801 if (party == NULL) 626 if (party == NULL)
802 { 627 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 628 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 629 return;
805 } 630 }
631
806 op->contr->write_buf[0] = '\0'; 632 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 633 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 634 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 636}
811
812 637
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 639static int
815roll_stat (void) 640roll_stat ()
816{ 641{
817 int a[4], i, j, k; 642 int a[4], i, j, k;
818 643
819 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 645 a[i] = (int) rndm (6) + 1;
821 646
822 for (i = 0, j = 0, k = 7; i < 4; i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 648 if (a[i] < k)
824 k = a[i], j = i; 649 k = a[i], j = i;
825 650
826 for (i = 0, k = 0; i < 4; i++) 651 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 652 if (i != j)
829 k += a[i]; 653 k += a[i];
830 } 654
831 return k; 655 return k;
832} 656}
833 657
834void 658void
835roll_stats (object *op) 659object::roll_stats ()
836{ 660{
661 int statsort [NUM_STATS];
662
663 for (;;)
664 {
837 int sum = 0; 665 int sum = 0;
838 int i = 0, j = 0; 666 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 667 sum += statsort [i] = roll_stat ();
840 668
841 do 669 if (sum >= 82 && sum <= 116)
670 break;
842 { 671 }
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);
853 672
854 /* Sort the stats so that rerolling is easier... */ 673 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 674 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;
862 675
863 /* a quick and dirty bubblesort? */ 676 for (int i = 0; i < NUM_STATS; ++i)
864 do 677 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);
879 678
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; 679 stats.exp = 0;
899 op->stats.ac = 0; 680 stats.ac = 0;
900 681
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; 682 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 683 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 684 stats.grace = stats.maxgrace;
685
686 if (contr)
687 {
688 contr->levhp[1] = 9;
689 contr->levsp[1] = 6;
690 contr->levgrace[1] = 3;
691
909 op->contr->orig_stats = op->stats; 692 contr->orig_stats = stats;
693 }
910} 694}
911 695
912void 696void
913Roll_Again (object *op) 697object::swap_stats (int a, int b)
914{ 698{
915 esrv_new_player (op->contr, 0); 699 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}
919 700
920void 701 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 702 stats.stat (i) = contr->orig_stats.stat (i);
703
704 //TODO: the following code looks so borked and should, at the very least,
705 // be merged with the similar code in roll_stats
706 stats.ac = 0;
707
708 level = 1;
709 stats.exp = 0;
710 stats.ac = 0;
711
712 stats.hp = stats.maxhp;
713 stats.sp = stats.maxsp;
714 stats.grace = stats.maxgrace;
715
716 if (contr)
717 {
718 contr->levhp[1] = 9;
719 contr->levsp[1] = 6;
720 contr->levgrace[1] = 3;
721
722 contr->orig_stats = stats;
723 }
724}
725
726static void
727start_info (object *op)
922{ 728{
923 signed char tmp;
924 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
925 730
926 if (op->contr->Swap_First == -1) 731 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); 732 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} 733}
1041 734
1042/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
1046 * not the class. 739 * not the class.
1047 */ 740 */
1048 741void
1049int 742player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 743{
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 */ 744 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
1066 746
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1068 if (tl) 748 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
1070 750
1071 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
1073 753
1074 op->contr->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
1075 755
1076 if (op->msg) 756 if (ob->msg)
1077 op->msg = NULL; 757 ob->msg = 0;
1078 758
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); 759 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
1093 fix_player (op); 763 ob->update_stats ();
1094 764
1095 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
1096 * is one for this race 766 * is one for this race
1097 */ 767 */
1098 if (*first_map_ext_path) 768 if (*first_map_ext_path)
1099 { 769 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 770 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 772}
1117 return 0;
1118 }
1119 773
774void
775player::chargen_race_next ()
776{
1120 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
1122 */ 779 */
1123 780
1124 tmp_loop = 0; 781 do
1125 while (!tmp_loop)
1126 { 782 {
1127 shstr name = op->name; 783 shstr name = ob->name;
1128 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
1129 785
1130 remove_statbonus (op); 786 ob->remove_statbonus ();
1131 op->remove (); 787 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
1134 op->instantiate (); 790 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
1137 op->x = x; 793 ob->x = x;
1138 op->y = y; 794 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 798 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 799 }
800 while (!allowed_class (ob));
1145 801
1146 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 804 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 807 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} 808}
1159 809
1160int 810static void
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207}
1208
1209void
1210flee_player (object *op) 811flee_player (object *op)
1211{ 812{
1212 int dir, diff; 813 int dir, diff;
1213 rv_vector rv; 814 rv_vector rv;
1214 815
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 820 return;
1220 } 821 }
1221 822
1222 if (op->enemy == NULL) 823 if (!op->enemy)
1223 { 824 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 827 return;
1227 } 828 }
1228 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 { 831 {
1242 op->enemy = NULL; 832 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 834 return;
1245 } 835 }
836
1246 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1247 838
1248 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1250 { 841 {
1251 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1252 843
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 845 return;
1256 }
1257 } 846 }
847
1258 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 850 op->enemy = NULL;
1261} 851}
1262 852
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* 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 854 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 855 * stop.
1267 */ 856 */
1268int 857int
1269check_pick (object *op) 858check_pick (object *op)
1270{ 859{
1271 object *tmp, *next; 860 object *tmp, *next;
1272 int stop = 0; 861 int stop = 0;
1273 int j, k, wvratio; 862 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 863
1276 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you can't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1278 return 1; 866 return 1;
1279 867
1280 next = op->below; 868 next = op->below;
869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1281 872
1282 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 874 * destroyed */
1284 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1285 { 876 {
1286 tmp = next; 877 tmp = next;
1287 next = tmp->below; 878 next = tmp->below;
1288 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1289 if (op->destroyed ()) 886 if (op->destroyed ())
1290 return 0; 887 return 0;
1291 888
1292 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1293 continue; 890 continue;
1294 891
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 893 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1299 continue; 897 continue;
1300 } 898 }
1301 899
1302 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1304 { 962 {
1305 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 1026 {
1307 case 0: 1027 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1028 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 } 1029 }
1340 } 1030 }
1341 else 1031
1342 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1345 { 1038 {
1346 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1420 1042
1421 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1423 continue; 1048 continue;
1049 }
1424 1050
1425 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1427 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1122 {
1430 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1431 continue; 1124 continue;
1432 } 1125 }
1126 }
1433 1127
1128 /* misc stuff that's useful */
1434 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1436 { 1131 {
1437 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1438 continue; 1133 continue;
1439 } 1134 }
1440 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1441 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1442 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1443 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 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 { 1146 {
1488 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1489 { 1150 {
1490 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1491 continue;
1492 } 1152 }
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 1153 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1630#endif 1157#endif
1158 CHK_PICK_PICKUP;
1631 continue; 1159 continue;
1632 }
1633 } 1160 }
1634 } /* the new pickup model */ 1161 } /* the new pickup model */
1635 } 1162 }
1636 1163
1637 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1638} 1200}
1639 1201
1640/* 1202/*
1641 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1642 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1643 * found object is returned. 1205 * found object is returned.
1644 */ 1206 */
1645object * 1207static object *
1646find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1647{ 1209{
1648 object *tmp = NULL;
1649
1650 for (op = op->inv; op; op = op->below) 1210 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) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1654 return op; 1219 return arrow;
1220 }
1221
1655 return tmp; 1222 return 0;
1656} 1223}
1657 1224
1658/* 1225/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * 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 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1230 */
1664 1231static object *
1665object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1667{ 1233{
1668 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1670 1236
1671 if (!type) 1237 if (!type)
1675 { 1241 {
1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 { 1243 {
1678 i = 0; 1244 i = 0;
1679 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1680 if (i > betterby) 1247 if (i > betterby)
1681 { 1248 {
1682 tmp = ntmp; 1249 tmp = ntmp;
1683 betterby = i; 1250 betterby = i;
1684 } 1251 }
1685 } 1252 }
1686 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1687 { 1254 {
1688 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1690 { 1257 {
1691 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1692 { 1259 {
1693 *better = 100; 1260 *better = 100;
1694 return arrow; 1261 return arrow;
1702 else 1269 else
1703 { 1270 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1272 {
1706 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1276 {
1710 tmp = arrow; 1277 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1279 }
1713 } 1280 }
1281
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1283 {
1716 tmp = arrow; 1284 tmp = arrow;
1717 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1718 } 1286 }
1287
1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720 { 1289 {
1721 tmp = arrow; 1290 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 } 1292 }
1724 } 1293 }
1725 } 1294 }
1726 } 1295 }
1296
1727 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1728 return find_arrow (op, type); 1298 return find_arrow (op, type);
1729 1299
1730 *better = betterby; 1300 *better = betterby;
1731 return tmp; 1301 return tmp;
1735 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1306 * op = the shooter
1737 * type = bow->race 1307 * type = bow->race
1738 * dir = fire direction 1308 * dir = fire direction
1739 */ 1309 */
1740 1310static object *
1741object *
1742pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1743{ 1312{
1744 object *tmp = NULL; 1313 object *tmp = NULL;
1745 maptile *m; 1314 maptile *m;
1746 int i, mflags, found, number; 1315 int i, mflags, found, number;
1747 sint16 x, y; 1316 sint16 x, y;
1762 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1763 { 1332 {
1764 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1765 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 { 1338 {
1769 tmp = NULL; 1339 tmp = 0;
1770 break; 1340 break;
1771 } 1341 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 { 1343 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1776 */ 1346 */
1777 tmp = NULL; 1347 tmp = 0;
1778 break; 1348 break;
1779 } 1349 }
1350
1780 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1789 break; 1354 break;
1790 }
1791 } 1355 }
1792 if (tmp == NULL) 1356
1357 if (!tmp)
1793 return find_arrow (op, type); 1358 return find_arrow (op, type);
1794 1359
1795 if (tmp->head) 1360 if (tmp->head)
1796 tmp = tmp->head; 1361 tmp = tmp->head;
1797 1362
1810 */ 1375 */
1811int 1376int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1378{
1814 object *left, *bow; 1379 object *left, *bow;
1815 int bowspeed, mflags; 1380 int mflags;
1816 maptile *m; 1381 maptile *m;
1817 1382
1818 if (!dir) 1383 if (!dir)
1819 { 1384 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1386 return 0;
1822 } 1387 }
1823 if (op->type == PLAYER) 1388
1824 bow = op->contr->ranges[range_bow]; 1389 if (op->contr)
1390 bow = op->current_weapon;
1825 else 1391 else
1826 { 1392 {
1827 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* 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. 1395 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1400 if (!bow)
1835 { 1401 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1403 return 0;
1838 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1839 } 1408 }
1409
1840 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1841 { 1411 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1413 return 0;
1844 } 1414 }
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 1415
1854 if (arrow == NULL) 1416 if (arrow == NULL)
1855 { 1417 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1419 {
1858 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 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 */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1423 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1863 return 0; 1426 return 0;
1864 } 1427 }
1865 } 1428 }
1429
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1431 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1432 return 0;
1870 } 1433
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1434 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1435 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1437 return 0;
1875 } 1438 }
1876 1439
1877 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1879 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1880 arrow->destroy (); 1444 arrow->destroy ();
1881 return 0; 1445 return 0;
1882 } 1446 }
1883 1447
1884 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1886 if (arrow == NULL) 1450 if (!arrow)
1887 { 1451 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1453 return 0;
1890 } 1454 }
1455
1891 arrow->set_owner (op); 1456 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1458 arrow->direction = dir;
1895 arrow->x = sx; 1459
1896 arrow->y = sy; 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1461 arrow->stats.hp = arrow->stats.dam;
1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1464
1465#if 0
1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1482 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0;
1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1490
1898 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1899 { 1492 {
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; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1494 wc -= dex_bonus[op->stats.Dex];
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1933 } 1500 }
1934 else 1501 else
1935 { 1502 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1503 arrow->level = op->level;
1938 } 1504 arrow->stats.wc -= bow->magic;
1939 1505
1940 if (arrow->attacktype == AT_PHYSICAL) 1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1941 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1942 1511
1943 if (bow->slaying != NULL) 1512 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1514
1946 arrow->map = m; 1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1518
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1951 insert_ob_in_map (arrow, m, op, 0); 1520 m->insert (arrow, sx, sy, op);
1952 1521
1953 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1523 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 1524
1964 return 1; 1525 return 1;
1965} 1526}
1966 1527
1967/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1969 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1970 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1971 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1972 * hence the function name. 1533 * hence the function name.
1973 */ 1534 */
1974int 1535static int
1975player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1976{ 1537{
1977 int ret = 0, wcmod = 0; 1538 int ret;
1978 1539
1979 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1980 { 1541 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1543 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1545 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1548 }
1989 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1990 { 1550 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 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)]); 1552 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)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1994 } 1554 }
1995 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1556 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 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); 1558 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); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1560 }
2002 else 1561 else
2003 { 1562 {
2004 /* Simple case */ 1563 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1565 }
1566
2007 return ret; 1567 return ret;
2008} 1568}
2009
2010 1569
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
2013 */ 1572 */
2014void 1573static void
2015fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
2016{ 1575{
2017 object *item; 1576 object *item = op->contr->ranged_ob;
2018 1577
2019 if (!op->contr->ranges[range_misc]) 1578 if (!item)
2020 { 1579 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1581 return;
2023 } 1582 }
2024 1583
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1584 if (!item->inv)
2027 { 1585 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1587 return;
2030 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
2031 if (item->type == WAND) 1593 if (item->type == WAND)
2032 { 1594 {
2033 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
2034 { 1596 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 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)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
2037 return; 1600 return;
2038 } 1601 }
2039 } 1602 }
2040 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
2041 { 1604 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2043 { 1610 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
2045 if (item->type == ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1615 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
2049 return; 1618 return;
2050 } 1619 }
2051 } 1620 }
2052 1621
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
2054 { 1623 {
2055 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
2056 if (item->type == WAND) 1626 if (item->type == WAND)
2057 { 1627 {
2058 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
2059 { 1629 {
2060 object *tmp; 1630 object *tmp;
2061 1631
2062 if (item->arch) 1632 if (item->arch)
2063 { 1633 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
2066 item->speed = 0; 1636 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1637 }
2069 if ((tmp = is_player_inv (item))) 1638
1639 if (object *pl = item->visible_to ())
2070 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
2071 } 1641 }
2072 } 1642 }
2073 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1644 drain_rod_charge (item);
2076 }
2077 } 1645 }
2078} 1646}
2079 1647
2080/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
2081 */ 1649 */
2082void 1650bool
2083fire (object *op, int dir) 1651fire (object *op, int dir)
2084{ 1652{
2085 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
2086 1675
2087 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
2089 make_visible (op); 1678 make_visible (op);
2090 1679
2091 switch (op->contr->shoottype) 1680 switch (ob->type)
2092 { 1681 {
2093 case range_none: 1682 case BOW:
2094 return;
2095
2096 case range_bow:
2097 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
2098 return; 1684 break;
2099 1685
2100 case range_magic: /* Casting spells */ 1686 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2102 return; 1688 break;
2103 1689
2104 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 case SKILL_TOOL:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0);
1701 break;
1702
1703 default:
2105 fire_misc_object (op, dir); 1704 fire_misc_object (op, dir);
2106 return; 1705 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 } 1706 }
2134}
2135 1707
1708 return true;
1709}
2136 1710
2137 1711static object *
2138/* find_key
2139 * 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
2141 * This function merges both normal and locked door, since the logic
2142 * for both is the same - just the specific key is different.
2143 * pl is the player,
2144 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers.
2147 */
2148
2149object *
2150find_key (object *pl, object *container, object *door) 1712find_key_ (object *pl, object *container, object *door)
2151{ 1713{
2152 object *tmp, *key; 1714 object *tmp, *key;
2153 1715
2154 /* Should not happen, but sanity checking is never bad */ 1716 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1717 if (!container->inv)
2156 return NULL; 1718 return 0;
2157 1719
2158 /* First, lets try to find a key in the top level inventory */ 1720 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1721 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1722 {
2161 if (door->type == DOOR && tmp->type == KEY) 1723 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1724 break;
1725
2163 /* For sanity, we should really check door type, but other stuff 1726 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1727 * (like containers) can be locked with special keys
2165 */ 1728 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1729 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1730 break;
2168 } 1731 }
1732
2169 /* No key found - lets search inventories now */ 1733 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1734 /* 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 1735 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1736 * a key, return
2173 */ 1737 */
2174 if (!tmp) 1738 if (!tmp)
2175 { 1739 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1740 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 {
2178 /* No reason to search empty containers */ 1741 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1742 if (tmp->type == CONTAINER && tmp->inv)
2180 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1743 if ((key = find_key_ (pl, tmp, door)))
2182 return key; 1744 return key;
2183 } 1745
2184 }
2185 if (!tmp) 1746 if (!tmp)
2186 return NULL; 1747 return 0;
2187 } 1748 }
1749
2188 /* We get down here if we have found a key. Now if its in a container, 1750 /* 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 1751 * see if we actually want to use it
2190 */ 1752 */
2191 if (pl != container) 1753 if (pl != container)
2192 { 1754 {
2193 /* Only let players use keys in containers */ 1755 /* Only let players use keys in containers */
2194 if (!pl->contr) 1756 if (!pl->contr)
2195 return NULL; 1757 return 0;
1758
2196 /* cases where this fails: 1759 /* cases where this fails:
2197 * If we only search the player inventory, return now since we 1760 * If we only search the player inventory, return now since we
2198 * are not in the players inventory. 1761 * are not in the players inventory.
2199 * If the container is not active, return now since only active 1762 * If the container is not active, return now since only active
2200 * containers can be used. 1763 * containers can be used.
2204 * inv must have been an container and must have been active. 1767 * inv must have been an container and must have been active.
2205 * 1768 *
2206 * Change the color so that the message doesn't disappear with 1769 * Change the color so that the message doesn't disappear with
2207 * all the others. 1770 * all the others.
2208 */ 1771 */
2209 if (pl->contr->usekeys == key_inventory || 1772 if (pl->contr->usekeys == key_inventory
2210 !QUERY_FLAG (container, FLAG_APPLIED) || 1773 || !QUERY_FLAG (container, FLAG_APPLIED)
2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1774 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2212 { 1775 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1776 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)); 1777 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1778 return NULL;
2216 } 1779 }
2217 } 1780 }
1781
2218 return tmp; 1782 return tmp;
1783}
1784
1785/* find_key
1786 * We try to find a key for the door as passed. If we find a key
1787 * and successfully use it, we return the key, otherwise NULL
1788 * This function merges both normal and locked door, since the logic
1789 * for both is the same - just the specific key is different.
1790 * pl is the player,
1791 * inv is the objects inventory to searched
1792 * door is the door we are trying to match against.
1793 * This function can be called recursively to search containers.
1794 */
1795object *
1796find_key (object *pl, object *container, object *door)
1797{
1798 if (door->slaying && is_match_expr (door->slaying))
1799 {
1800 // for match expressions, we try to find the key by applying the match
1801 // to the op itself, which is supposed to find the "key", instead
1802 // of searching through containers ourselves.
1803
1804 return match_one (door->slaying, container, door, pl, pl);
1805 }
1806 else
1807 return find_key_ (pl, container, door);
2219} 1808}
2220 1809
2221/* moved door processing out of move_player_attack. 1810/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1811 * returns 1 if player has opened the door with a key
2223 * such that the caller should not do anything more, 1812 * such that the caller should not do anything more,
2224 * 0 otherwise 1813 * 0 otherwise
2225 */ 1814 */
2226static int 1815static int
2227player_attack_door (object *op, object *door) 1816player_attack_door (object *op, object *door)
2228{ 1817{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1818 /* 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 - 1819 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1820 * otherwise, we fall through to the rest of the code.
2233 */ 1821 */
2234 object *key = find_key (op, op, door); 1822 object *key = find_key (op, op, door);
2235 1823
2236 /* IF we found a key, do some extra work */ 1824 /* If we found a key, do some extra work */
2237 if (key) 1825 if (key)
2238 { 1826 {
2239 object *container = key->env; 1827 object *container = key->env;
2240 1828
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2243 make_visible (op); 1830 make_visible (op);
1831
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1832 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1833 spring_trap (door->inv, op);
1834
2246 if (door->type == DOOR) 1835 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1836 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2251 { 1838 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1839 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2253 remove_door2 (door); /* remove door without violence ;-) */ 1840 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1841 }
1842
2255 /* Do this after we print the message */ 1843 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1844 key->decrease (); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1845
2258 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container);
2260 return 1; /* Nothing more to do below */ 1846 return 1; /* Nothing more to do below */
2261 } 1847 }
2262 else if (door->type == LOCKED_DOOR) 1848 else if (door->type == LOCKED_DOOR)
2263 { 1849 {
2264 /* Might as well return now - no other way to open this */ 1850 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1851 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2266 return 1; 1852 return 1;
2267 } 1853 }
1854
2268 return 0; 1855 return 0;
2269} 1856}
2270 1857
2271/* This function is just part of a breakup from move_player. 1858/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1859 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 1860 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 1861 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 1862 * going to try and move (not fire weapons).
2276 */ 1863 */
2277 1864bool
2278void
2279move_player_attack (object *op, int dir) 1865move_player_attack (object *op, int dir)
2280{ 1866{
2281 object *tmp, *mon; 1867 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2282 sint16 nx, ny; 1868 {
2283 int on_battleground; 1869 --op->speed_left;
2284 maptile *m; 1870 return true;
1871 }
2285 1872
2286 nx = freearr_x[dir] + op->x; 1873 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 1874 sint16 ny = freearr_y[dir] + op->y;
2288 1875
2289 on_battleground = op_on_battleground (op, NULL, NULL); 1876 if (out_of_map (op->map, nx, ny))
1877 return false;
2290 1878
2291 /* If braced, or can't move to the square, and it is not out of the 1879 /* 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 1880 * 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 1881 * 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 1882 * 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 1883 * 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 1884 * 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 1885 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 1886 * move_ob uses.
2299 */ 1887 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1888 maptile *m = op->map->xy_find (nx, ny);
1889
1890 /* Go through all the objects, and find ones of interest. Only stop if
1891 * we find a monster - that is something we know we want to attack.
1892 * if its a door or barrel (can roll) see if there may be monsters
1893 * on the space
1894 */
1895 object *mon;
1896 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1897 {
1898 if ((mon->flag [FLAG_ALIVE]
1899 || mon->type == LOCKED_DOOR
1900 || mon->flag [FLAG_CAN_ROLL])
1901 && mon != op)
1902 break;
2301 { 1903 }
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1904
1905 if (!mon) /* This happens anytime the player tries to move */
1906 return false; /* into a wall */
1907
1908 mon = mon->head_ ();
1909
1910 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1911 if (op->contr->weapon_sp_left > 0.f)
1912 if (player_attack_door (op, mon))
1913 {
1914 --op->contr->weapon_sp_left;
1915 return true;
2303 { 1916 }
2304 m = get_map_from_coord (op->map, &nx, &ny); 1917
2305 if (!m) 1918 /* The following deals with possibly attacking peaceful
2306 return; /* Don't think this should happen */ 1919 * or friendly creatures. Basically, all players are considered
1920 * unaggressive. If the moving player has peaceful set, then the
1921 * object should be pushed instead of attacked. It is assumed that
1922 * if you are braced, you will not attack friends accidently,
1923 * and thus will not push them.
1924 */
1925
1926 /* If the creature is a pet, push it even if the player is not
1927 * peaceful. Our assumption is the creature is a pet if the
1928 * player owns it and it is either friendly or unagressive.
1929 */
1930 if (op->type == PLAYER
1931 && ((mon->owner && mon->owner->contr
1932 && same_party (mon->owner->contr->party, op->contr->party))
1933 || mon->owner == op)
1934 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1935 {
1936 /* If we're braced, we don't want to switch places with it */
1937 if (op->contr->braced)
1938 return false;
1939
1940 if (op->speed_left > 0.f)
1941 {
1942 --op->speed_left;
1943
1944 op->play_sound (sound_find ("push_player"));
1945 push_ob (mon, dir, op);
1946
1947 if (action_makes_visible (op))
1948 make_visible (op);
1949
1950 return true;
2307 } 1951 }
2308 else 1952 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; 1953 return false;
2315 } 1954 }
2316 1955
2317 mon = NULL; 1956 bool on_battleground = op_on_battleground (op, 0, 0);
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 1957
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 1958 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 1959 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 1960 * someone, but put it inside this loop so that you won't
2388 * attack them either. 1961 * attack them either.
2389 */ 1962 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 1963 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1964 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 1965 && ((op->contr->peaceful
2393 (op->contr->peaceful 1966 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 1967 && !on_battleground))
2395 && mon->contr-> 1968 {
2396 peaceful)) && 1969 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 1970 {
1971 --op->speed_left;
1972
2402 if (!op->contr->braced) 1973 if (!op->contr->braced)
2403 { 1974 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1975 op->play_sound (sound_find ("push_player"));
2405 (void) push_ob (mon, dir, op); 1976 push_ob (mon, dir, op);
2406 } 1977 }
2407 else 1978 else
2408 { 1979 op->statusmsg ("You withhold your attack");
2409 new_draw_info (0, 0, op, "You withhold your attack"); 1980
2410 }
2411 if (op->contr->tmp_invis || op->hide) 1981 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2412 make_visible (op); 1982 make_visible (op);
2413 }
2414 1983
1984 return true;
1985 }
1986 }
2415 /* If the object is a boulder or other rollable object, then 1987 /* 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. 1988 * roll it if not braced. You can't roll it if you are braced.
2417 */ 1989 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1990 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1991 {
1992 if (op->speed_left > 0.f)
2419 { 1993 {
1994 --op->speed_left;
1995
2420 recursive_roll (mon, dir, op); 1996 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2422 make_visible (op); 1998 make_visible (op);
2423 }
2424 1999
2000 return true;
2001 }
2002 }
2425 /* Any generic living creature. Including things like doors. 2003 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2004 * 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: 2005 * 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 2006 * 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. 2007 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2008 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2009 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))) 2010 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2011 {
2435 2012 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 { 2013 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2014 --op->contr->weapon_sp_left;
2444 2015
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); 2016 skill_attack (mon, op, 0, 0, 0);
2449 2017
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)) 2018 if (action_makes_visible (op))
2464 make_visible (op); 2019 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2020
2469int 2021 return true;
2022 }
2023 }
2024
2025 return false;
2026}
2027
2028bool
2470move_player (object *op, int dir) 2029move_player (object *op, int dir)
2471{ 2030{
2472 int pick;
2473
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2031 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2475 return 0; 2032 return 0;
2476 2033
2477 /* Sanity check: make sure dir is valid */ 2034 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2035 if (dir < 0 || dir >= 9)
2479 { 2036 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2037 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2038 return 0;
2482 } 2039 }
2483 2040
2484 /* peterm: added following line */ 2041 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2042 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2043 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2044
2488 op->facing = dir; 2045 op->facing = dir;
2489 2046
2490 if (op->hide) 2047 if (op->flag [FLAG_HIDDEN])
2491 do_hidden_move (op); 2048 do_hidden_move (op);
2492 2049
2050 bool retval;
2051 int pick = 0;
2052
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2053 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2054 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2055 else if (op->contr->fire_on)
2496 fire (op, dir); 2056 retval = fire (op, dir);
2497 else 2057 else
2498 { 2058 {
2499 move_player_attack (op, dir); 2059 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2060 pick = check_pick (op);
2501 } 2061 }
2502 2062
2503 /* Add special check for newcs players and fire on - this way, the 2063 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2064 * server can handle repeat firing.
2505 */ 2065 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2066 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2067 op->direction = dir;
2509 }
2510 else 2068 else
2511 {
2512 op->direction = 0; 2069 op->direction = 0;
2513 } 2070
2514 /* Update how the player looks. Use the facing, so direction may 2071 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2072 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2073 * for players.
2517 */ 2074 */
2518 animate_object (op, op->facing); 2075 animate_object (op, op->facing);
2519 return 0; 2076
2077 return retval;
2520} 2078}
2521 2079
2522/* This is similar to handle_player, below, but is only used by the 2080/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2081 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2082 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2083 * the new speed values for commands.
2526 * 2084 *
2527 * Returns true if there are more actions we can do. 2085 * Returns true if there are more actions we can do. Should not do
2086 * many actions in a row, as that would be too unfair to other
2087 * players.
2528 */ 2088 */
2529int 2089bool
2530handle_newcs_player (object *op) 2090handle_newcs_player (object *op)
2531{ 2091{
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)) 2092 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2093 {
2554 flee_player (op); 2094 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 { 2095 {
2558 op->speed_left--; 2096 --op->speed_left;
2097 flee_player (op);
2098
2559 return 0; 2099 return true;
2560 } 2100 }
2101 else
2102 return false;
2561 } 2103 }
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 2104
2571 /* call this here - we also will call this in do_ericserver, but 2105 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2106 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2107 * called, so we recheck it here.
2574 */ 2108 */
2575 HandleClient (&op->contr->socket, op->contr); 2109 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2110 return true;
2578 2111
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2112 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); 2113 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2114
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2115 return false;
2595} 2116}
2596 2117
2597int 2118static int
2598save_life (object *op) 2119save_life (object *op)
2599{ 2120{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2121 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2122 return 0;
2604 2123
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2125 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2126 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2127 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)); 2128 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 2129
2614 tmp->destroy (); 2130 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 2132
2617 if (op->stats.hp < 0) 2133 if (op->stats.hp < 0)
2618 op->stats.hp = op->stats.maxhp; 2134 op->stats.hp = op->stats.maxhp;
2619 2135
2620 if (op->stats.food < 0) 2136 if (op->stats.food < 0)
2621 op->stats.food = 999; 2137 op->stats.food = 999;
2622 2138
2623 fix_player (op); 2139 op->update_stats ();
2624 return 1; 2140 return 1;
2625 } 2141 }
2142
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2143 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2145 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2146 return 0;
2630} 2147}
2631 2148
2632/* This goes throws the inventory and removes unpaid objects, and puts them 2149/* 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 2150 * 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 2151 * function will descend into containers. op is the object to start the search
2635 * from. 2152 * from.
2636 */ 2153 */
2154static void
2155drop_unpaid_items (object *op, object *env)
2156{
2157 while (op)
2158 {
2159 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2160
2161 if (QUERY_FLAG (op, FLAG_UNPAID))
2162 op->insert_at (env);
2163 else if (op->inv)
2164 drop_unpaid_items (op->inv, env);
2165
2166 op = next;
2167 }
2168}
2169
2637void 2170void
2638remove_unpaid_objects (object *op, object *env) 2171object::drop_unpaid_items ()
2639{ 2172{
2640 object *next; 2173 if (!flag [FLAG_REMOVED])
2641 2174 ::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} 2175}
2661
2662
2663/*
2664 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the
2667 * best, a misc file for object actions is probably better,
2668 * but there isn't one in the server directory.
2669 */
2670char *
2671gravestone_text (object *op)
2672{
2673 static char buf2[MAX_BUF];
2674 char buf[MAX_BUF];
2675 time_t now = time (NULL);
2676
2677 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else
2681 sprintf (buf, "%s\n", &op->name);
2682 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf);
2684 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else
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 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf);
2695 }
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf);
2699 return buf2;
2700}
2701
2702
2703 2176
2704void 2177void
2705do_some_living (object *op) 2178do_some_living (object *op)
2706{ 2179{
2707 int last_food = op->stats.food; 2180 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2186 int rate_grace = 2000;
2714 const int max_hp = 1; 2187 const int max_hp = 1;
2715 const int max_sp = 1; 2188 const int max_sp = 1;
2716 const int max_grace = 1; 2189 const int max_grace = 1;
2717 2190
2718 if (op->contr->outputs_sync) 2191 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 } 2192 {
2193 op->invisible = 1000;
2194 /* the socket code flashes the player visible/invisible
2195 * depending on the value of invisible, so we need to
2196 * alternate it here for it to work correctly.
2197 */
2198 if (pticks & 2)
2199 op->invisible--;
2200 }
2201 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2202 {
2203 if (!op->invisible--)
2204 {
2205 make_visible (op);
2206 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2207 }
2208 }
2724 2209
2725 if (op->contr->state == ST_PLAYING) 2210 if (op->contr->ns->state == ST_PLAYING)
2726 { 2211 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2212 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2213 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2214 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2215 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2216 else
2733 { 2217 {
2734 gen_hp = op->stats.maxhp; 2218 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2219 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2220 }
2221
2737 if (op->contr->gen_sp >= 0) 2222 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2223 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2224 else
2740 { 2225 {
2741 gen_sp = op->stats.maxsp; 2226 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2227 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2228 }
2229
2744 if (op->contr->gen_grace >= 0) 2230 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2231 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2232 else
2747 { 2233 {
2748 gen_grace = op->stats.maxgrace; 2234 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2235 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2236 }
2751 2237
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 */ 2238 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2239 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2240 if (--op->last_grace < 0)
2798 { 2241 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2242 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2243 op->stats.grace++; /* no penalty in food for regaining grace */
2244
2801 if (max_grace > 1) 2245 if (max_grace > 1)
2802 { 2246 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2247 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2248 if (over_grace > 0)
2805 { 2249 {
2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2261 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2818 } 2262 }
2819 /* wearing stuff doesn't detract from grace generation. */ 2263 /* wearing stuff doesn't detract from grace generation. */
2820 } 2264 }
2821 2265
2266 if (op->stats.food > 0)
2267 {
2822 /* Regenerate Hit Points */ 2268 /* Regenerate Spell Points */
2823 if (--op->last_heal < 0) 2269 if (!op->contr->golem && --op->last_sp < 0)
2824 {
2825 if (op->stats.hp < op->stats.maxhp)
2826 { 2270 {
2827 op->stats.hp++; 2271 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2828 /* dms do not consume food */ 2272
2829 if (!QUERY_FLAG (op, FLAG_WIZ)) 2273 if (op->stats.sp < op->stats.maxsp)
2830 { 2274 {
2275 op->stats.sp++;
2276
2277 /* dms do not consume food */
2278 if (!QUERY_FLAG (op, FLAG_WIZ))
2279 {
2831 op->stats.food--; 2280 op->stats.food--;
2281
2832 if (op->contr->digestion < 0) 2282 if (op->contr->digestion < 0)
2833 op->stats.food += op->contr->digestion; 2283 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2284 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2285 op->stats.food = last_food;
2286 }
2836 } 2287 }
2837 } 2288
2838 if (max_hp > 1) 2289 if (max_sp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 { 2290 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2291 over_sp = (gen_sp + 10) / rate_sp;
2292 if (over_sp > 0)
2293 {
2294 if (op->stats.sp < op->stats.maxsp)
2295 {
2296 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2297
2298 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2299 op->stats.sp--;
2300
2301 if (op->stats.sp > op->stats.maxsp)
2302 op->stats.sp = op->stats.maxsp;
2303 }
2304
2844 op->last_heal = 0; 2305 op->last_sp = 0;
2306 }
2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2845 } 2309 }
2846 else 2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2312 }
2313
2314 /* Regenerate Hit Points */
2315 if (--op->last_heal < 0)
2316 {
2317 if (op->stats.hp < op->stats.maxhp)
2847 { 2318 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->stats.hp++;
2320
2321 /* dms do not consume food */
2322 if (!QUERY_FLAG (op, FLAG_WIZ))
2323 {
2324 op->stats.food--;
2325
2326 if (op->contr->digestion < 0)
2327 op->stats.food += op->contr->digestion;
2328 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2329 op->stats.food = last_food;
2330 }
2849 } 2331 }
2332
2333 if (max_hp > 1)
2334 {
2335 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2336
2337 if (over_hp > 0)
2338 {
2339 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2340 op->last_heal = 0;
2341 }
2342 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2344 }
2851 else 2345 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 } 2347 }
2855 } 2348 }
2856 2349
2857 /* Digestion */ 2350 /* Digestion */
2858 if (--op->last_eat < 0) 2351 if (--op->last_eat < 0)
2859 { 2352 {
2860#ifdef COZY_SERVER 2353 int bonus = max (0, op->contr->digestion),
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2354 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 2355
2867 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2356 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2869 else 2357
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871 /* dms do not consume food */ 2358 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2360 op->stats.food--;
2874 } 2361 }
2875 }
2876 2362
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2363 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2364 {
2879 object *tmp, *flesh = NULL; 2365 object *flesh = 0;
2880 2366
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2367 for_inv_removable (op, tmp)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2368 {
2369 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2370 continue;
2371
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2372 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2373 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2374 op->statusmsg ("You blindly grab for a bite of food. "
2375 "H<To prevent you from starving, you ate some random item from your backpack.>");
2888 manual_apply (op, tmp, 0); 2376 manual_apply (op, tmp, 0);
2377
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2378 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2379 break;
2891 } 2380 }
2892 else if (tmp->type == FLESH) 2381 else if (tmp->type == FLESH)
2893 flesh = tmp; 2382 flesh = tmp;
2894 } /* End if paid for object */ 2383 }
2895 } /* end of for loop */ 2384
2896 /* If player is still starving, it means they don't have any food, so 2385 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2386 * eat flesh instead.
2898 */ 2387 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2388 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2389 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2390 op->statusmsg ("You blindly grab for a bite of food. "
2391 "H<To prevent you from starving, you ate some random item from your backpack.>");
2902 manual_apply (op, flesh, 0); 2392 manual_apply (op, flesh, 0);
2393 }
2394
2395 // If player is still starving, alert him!
2396 if (op->stats.food < 0)
2397 op->failmsg ("You are starving! "
2398 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2399 }
2400
2401 if (op->stats.food < 0)
2903 } 2402 {
2904 } /* end if player is starving */ 2403 op->stats.hp += op->stats.food;
2404 op->stats.food = 0;
2905 2405
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2406 if (op->stats.hp < 0)
2907 op->stats.food++, op->stats.hp--; 2407 {
2408 op->contr->killer = archetype::get ("killer_starvation");
2409 op->contr->killer->destroy ();
2410 }
2411 }
2908 2412
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2413 /* killer should be set here already */
2414 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2415 kill_player (op);
2416 }
2911} 2417}
2912
2913
2914 2418
2915/* If the player should die (lack of hp, food, etc), we call this. 2419/* 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 2420 * 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 2421 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2422 * file.
2919 */ 2423 */
2920void 2424void
2921kill_player (object *op) 2425kill_player (object *op)
2922{ 2426{
2923 char buf[MAX_BUF];
2924 int x, y; 2427 int x, y;
2925
2926 //int i;
2927 maptile *map; /* this is for resurrection */ 2428 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; 2429 int will_kill_again;
2935 archetype *at; 2430 archetype *at;
2936 object *tmp; 2431 object *tmp;
2937 2432
2938 if (save_life (op)) 2433 if (save_life (op))
2939 return; 2434 return;
2940 2435
2436 dynbuf_text deathtab;
2437
2438 /* restore player */
2439 at = archetype::find (shstr_poisoning);
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your body feels cleansed...\r";
2444 }
2445
2446 at = archetype::find (shstr_confusion);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your mind feels clearer...\r";
2451 }
2452
2453 cure_disease (op, 0, 0); /* remove any disease */
2454
2455 max_it (op->stats.hp , op->stats.maxhp);
2456 max_it (op->stats.sp , op->stats.maxsp);
2457 max_it (op->stats.grace, op->stats.maxgrace);
2458
2459 if (op->stats.food <= 0)
2460 op->stats.food = 999;
2461
2462 // remove all spell effects that are active
2463 // to avoid long-term effects such as word-of-recall
2464 for (object *item = op->inv; item; )
2465 {
2466 object *next = item->below;
2467
2468 if (item->type == SPELL_EFFECT && item->active)
2469 item->destroy ();
2470
2471 item = next;
2472 }
2941 2473
2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2474 /* 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. 2475 * in cities ONLY!!! It is very important that this doesn't get abused.
2944 * Look at op_on_battleground() for more info --AndreasV 2476 * Look at op_on_battleground() for more info --AndreasV
2945 */ 2477 */
2946 if (op_on_battleground (op, &x, &y)) 2478 if (op_on_battleground (op, &x, &y))
2947 { 2479 {
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2480 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 2481
2973 /* create a bodypart-trophy to make the winner happy */ 2482 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2483 object *tmp = archetype::find (shstr_finger)->instance ();
2975 if (tmp != NULL) 2484
2976 { 2485 tmp->name = format ("%s's finger" , &op->name);
2977 sprintf (buf, "%s's finger", &op->name); 2486 tmp->name_pl = format ("%s's fingers", &op->name);
2978 tmp->name = buf; 2487 tmp->msg = format (
2979 sprintf (buf, " This finger has been cut off %s\n" 2488 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2489 &op->name, op->contr->title,
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2490 (int)op->level,
2982 tmp->msg = buf; 2491 op->contr->killer_name ()
2492 );
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2493 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2494 tmp->material = name_to_material (shstr_organic);
2985 tmp->x = op->x, tmp->y = op->y; 2495 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 }
2988 2496
2989 /* teleport defeated player to new destination */ 2497 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2498 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2499 op->contr->braced = 0;
2500
2501 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2992 return; 2502 return;
2993 } 2503 }
2994 2504
2505 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2506 deathtab << "T<YOU HAVE DIED>\n\n";
2507
2995 INVOKE_PLAYER (DEATH, op->contr); 2508 INVOKE_PLAYER (DEATH, op->contr);
2996 2509
2997 command_kill_pets (op, 0); 2510 command_kill_pets (op, 0);
2998 2511
2999 if (op->stats.food < 0) 2512 op->contr->play_sound (sound_find ("player_dies"));
2513
2514 /* save the map location for corpse, gravestone */
2515 x = op->x;
2516 y = op->y;
2517 map = op->map;
2518
2519 /* NOT_PERMADEATH code. This basically brings the character back to
2520 * life if they are dead - it takes some exp and a random stat.
2521 * See the config.h file for a little more in depth detail about this.
2522 */
2523
2524 /* Basically two ways to go - remove a stat permanently, or just
2525 * make it depletion. This bunch of code deals with that aspect
2526 * of death.
2527 */
2528#ifndef COZY_SERVER
2529 if (settings.balanced_stat_loss)
3000 { 2530 {
3001 if (op->contr->explore) 2531 /* If stat loss is permanent, lose one stat only. */
3002 { 2532 /* 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"); 2533 more if they do. */
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2534 /* Higher level characters can afford things such as potions of
3005 op->stats.food = 999; 2535 restoration, or better, stat potions. So we slug them that
3006 return; 2536 little bit harder. */
3007 } 2537 /* GD */
3008 sprintf (buf, "%s starved to death.", &op->name); 2538 if (settings.stat_loss_on_death)
3009 strcpy (op->contr->killer, "starvation"); 2539 num_stats_lose = 1;
2540 else
2541 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3010 } 2542 }
3011 else 2543 else
3012 { 2544 num_stats_lose = 1;
3013 if (op->contr->explore) 2545
3014 { 2546 lost_a_stat = 0;
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2547
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2548 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 } 2549 {
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2550 i = rndm (NUM_STATS);
3023 2551
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) 2552 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2553 {
3053 else 2554 /* Pick a random stat and take a point off it. Tell the player
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2555 * what he lost.
2556 */
2557 change_attr_value (&(op->stats), i, -1);
2558 check_stat_bounds (&(op->stats));
2559 change_attr_value (&(op->contr->orig_stats), i, -1);
2560 check_stat_bounds (&(op->contr->orig_stats));
2561 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2562 lost_a_stat = 1;
3055 } 2563 }
3056 else 2564 else
3057 { 2565 {
3058 num_stats_lose = 1; 2566 /* deplete a stat */
3059 } 2567 archetype *deparch = archetype::find (shstr_depletion);
3060 lost_a_stat = 0; 2568 object *dep;
3061 2569
3062 for (z = 0; z < num_stats_lose; z++) 2570 dep = present_arch_in_ob (deparch, op);
3063 { 2571 if (!dep)
3064 i = RANDOM () % NUM_STATS;
3065
3066 if (settings.stat_loss_on_death)
3067 { 2572 {
3068 /* Pick a random stat and take a point off it. Tell the player 2573 dep = deparch->instance ();
3069 * what he lost. 2574 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 } 2575 }
3078 else 2576 lose_this_stat = 1;
2577 if (settings.balanced_stat_loss)
3079 { 2578 {
3080 /* deplete a stat */ 2579 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2580 /* Get the stat that we're about to deplete. */
3082 object *dep; 2581 this_stat = get_attr_value (&(dep->stats), i);
3083 2582 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2583 {
3087 dep = arch_to_object (deparch); 2584 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2585 int keep_chance = this_stat * this_stat;
3089 } 2586
3090 lose_this_stat = 1; 2587 /* 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) 2588 if (keep_chance < 1)
2589 keep_chance = 1;
2590
2591 /* There is a maximum depletion total per level. */
2592 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2593 {
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; 2594 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2595 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2596 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 } 2597 }
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 */ 2598 else
3132 if (this_stat >= -50)
3133 { 2599 {
3134 change_attr_value (&(dep->stats), i, -1); 2600 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; 2601 lose_this_stat = 0;
2602 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2603 this_stat, keep_chance, loss_chance,
2604 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2605 }
3140 } 2606 }
3141 } 2607 }
2608
2609 if (lose_this_stat)
2610 {
2611 this_stat = get_attr_value (&dep->stats, i);
2612 /* We could try to do something clever like find another
2613 * stat to reduce if this fails. But chances are, if
2614 * stats have been depleted to -50, all are pretty low
2615 * and should be roughly the same, so it shouldn't make a
2616 * difference.
2617 */
2618 if (this_stat >= -50)
2619 {
2620 change_attr_value (&(dep->stats), i, -1);
2621 SET_FLAG (dep, FLAG_APPLIED);
2622 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2623 op->update_stats ();
2624 lost_a_stat = 1;
2625 }
3142 } 2626 }
2627 }
2628 }
2629
3143 /* If no stat lost, tell the player. */ 2630 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2631 if (!lost_a_stat)
3145 { 2632 {
3146 /* determine_god() seems to not work sometimes... why is this? 2633 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2634 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2635 shstr_tmp god = determine_god (op);
3149 2636
3150 if (god && (strcmp (god, "none"))) 2637 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); 2638 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3152 else 2639 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3154 } 2641 }
3155#else 2642#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2643 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3157#endif 2644#endif
3158 2645
3159 /* Put a gravestone up where the character 'almost' died. List the 2646 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2647 * exp loss on the stone.
3161 */ 2648 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2649 tmp = archetype::find (shstr_gravestone)->instance ();
3163 sprintf (buf, "%s's gravestone", &op->name); 2650 tmp->name = format ("%s's gravestone", &op->name);
3164 tmp->name = buf; 2651 tmp->name_pl = format ("%s's gravestones", &op->name);
3165 sprintf (buf, "%s's gravestones", &op->name); 2652 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3166 tmp->name_pl = buf; 2653 &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; 2654 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2655 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2656
3172 /**************************************/ 2657 /**************************************/
3173 /* */ 2658 /* */
3174 /* Subtract the experience points, */ 2659 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */
3177 /* */ 2660 /* */
3178 /**************************************/ 2661 /**************************************/
3179 2662
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)); */ 2663 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2664 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 2665
3209 /* 2666 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2667 * 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 2668 * and put them back in the map.
3212 * in the map. 2669 */
3213 */ 2670 op->drop_unpaid_items ();
3214 2671
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2672 /****************************************/
3219 /* */ 2673 /* */
3220 /* Move player to his current respawn- */ 2674 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2675 /* position (usually last savebed) */
3222 /* */ 2676 /* */
3223 /****************************************/ 2677 /****************************************/
3224 2678
3225 enter_player_savebed (op); 2679 enter_player_savebed (op);
3226 2680
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2681 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2682
3233 /* it is possible that the player has blown something up 2683 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2684 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2685 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2686 * on the space that might harm the player.
3237 */ 2687 */
3238 will_kill_again = 0; 2688 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2689 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2690 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2691 will_kill_again |= tmp->attacktype;
3242 2692
3243 if (will_kill_again) 2693 if (will_kill_again)
3244 { 2694 {
3245 object *force; 2695 object *force;
3246 int at; 2696 int at;
3247 2697
3248 force = get_archetype (FORCE_NAME); 2698 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2699 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2700 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2701 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2702 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2703 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2704 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2705 force->resist[at] = 100;
3256 2706
3257 insert_ob_in_ob (force, op); 2707 insert_ob_in_ob (force, op);
3258 fix_player (op); 2708 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 { 2709 }
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 2710
3271 op->contr->party = NULL; 2711 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} 2712}
3331 2713
3332 2714static void
3333void
3334loot_object (object *op) 2715loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2716{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2717 object *tmp, *tmp2, *next;
3337 2718
3338 if (op->container) 2719 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2720
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2721 for (tmp = op->inv; tmp; tmp = next)
3344 { 2722 {
3345 next = tmp->below; 2723 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2724
2725 if (tmp->invisible)
3347 continue; 2726 continue;
2727
3348 tmp->remove (); 2728 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2729 tmp->x = op->x, tmp->y = op->y;
2730
3350 if (tmp->type == CONTAINER) 2731 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2732 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2733
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2734 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2735 {
3356 if (tmp->nrof > 1) 2736 if (tmp->nrof > 1)
3357 { 2737 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2738 tmp->decrease (rndm (1, tmp->nrof - 1));
3359 tmp2->destroy ();
3360 insert_ob_in_map (tmp, op->map, NULL, 0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
3361 } 2740 }
3362 else 2741 else
3363 tmp->destroy (); 2742 tmp->destroy ();
3364 } 2743 }
3370/* 2749/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2750 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2751 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2752 * was changed.
3374 */ 2753 */
3375
3376void 2754void
3377fix_weight (void) 2755fix_weight ()
3378{ 2756{
3379 player *pl; 2757 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2758 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2759 sint32 old = pl->ob->carrying;
3384 2760
3385 if (old == sum) 2761 pl->ob->update_weight ();
3386 continue; 2762
3387 fix_player (pl->ob); 2763 if (old != pl->ob->carrying)
2764 {
2765 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2766 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2767 }
3389 } 2768 }
3390} 2769}
3391 2770
3392void 2771void
3393fix_luck (void) 2772fix_luck ()
3394{ 2773{
3395 player *pl; 2774 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2775 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2776 pl->ob->change_luck (0);
3400} 2777}
3401
3402 2778
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2779/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2780 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2781 * just treat this as any other spell casting object.
3406 */ 2782 */
3407
3408void 2783void
3409cast_dust (object *op, object *throw_ob, int dir) 2784cast_dust (object *op, object *throw_ob, int dir)
3410{ 2785{
3411 object *skop, *spob; 2786 object *skop, *spob;
3412 2787
3439} 2814}
3440 2815
3441void 2816void
3442make_visible (object *op) 2817make_visible (object *op)
3443{ 2818{
3444 op->hide = 0; 2819 op->flag [FLAG_HIDDEN] = 0;
3445 op->invisible = 0; 2820 op->invisible = 0;
2821
3446 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3447 { 2823 {
3448 op->contr->tmp_invis = 0; 2824 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 2825 op->contr->invis_race = 0;
3450 } 2826 }
2827
3451 update_object (op, UP_OBJ_FACE); 2828 update_object (op, UP_OBJ_CHANGE);
3452} 2829}
3453 2830
3454int 2831int
3455is_true_undead (object *op) 2832is_true_undead (object *op)
3456{ 2833{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2834 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 2835 return 1;
3461 2836
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; 2837 return 0;
3468} 2838}
3469 2839
3470/* look at the surrounding terrain to determine 2840/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 2841 * the hideability of this object. Positive levels
3472 * indicate greater hideability. 2842 * indicate greater hideability.
3473 */ 2843 */
3474
3475int 2844int
3476hideability (object *ob) 2845hideability (object *ob)
3477{ 2846{
3478 int i, level = 0, mflag; 2847 int i, level = 0, mflag;
3479 sint16 x, y; 2848 sint16 x, y;
3480 2849
3481 if (!ob || !ob->map) 2850 if (!ob || !ob->map)
3482 return 0; 2851 return 0;
3483 2852
3484 /* so, on normal lighted maps, its hard to hide */ 2853 /* so, on normal lighted maps, its hard to hide */
3485 level = ob->map->darkness - 2; 2854 level = ob->map->darklevel () - 2;
3486 2855
3487 /* this also picks up whether the object is glowing. 2856 /* this also picks up whether the object is glowing.
3488 * If you carry a light on a non-dark map, its not 2857 * If you carry a light on a non-dark map, its not
3489 * as bad as carrying a light on a pitch dark map */ 2858 * as bad as carrying a light on a pitch dark map */
3490 if (has_carried_lights (ob)) 2859 if (ob->has_carried_lights ())
3491 level = -(10 + (2 * ob->map->darkness)); 2860 level = -(10 + (2 * ob->map->darklevel ()));
3492 2861
3493 /* scan through all nearby squares for terrain to hide in */ 2862 /* 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]) 2863 for (i = 0, x = ob->x, y = ob->y;
2864 i <= SIZEOFFREE1;
2865 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3495 { 2866 {
3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2867 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3497 if (mflag & P_OUT_OF_MAP) 2868 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue; 2869 continue;
3500 } 2870
3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2871 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3502 level += 2; 2872 level += 2;
3503 else /* open terrain! */ 2873 else /* open terrain! */
3504 level -= 1; 2874 level -= 1;
3505 } 2875 }
3513/* For Hidden creatures - a chance of becoming 'unhidden' 2883/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 2884 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 2885 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 2886 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 2887 */
3518
3519void 2888void
3520do_hidden_move (object *op) 2889do_hidden_move (object *op)
3521{ 2890{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2891 int hide = 0;
3523 object *skop;
3524 2892
3525 if (!op || !op->map) 2893 if (!op || !op->map)
3526 return; 2894 return;
3527 2895
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2896 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2897 int num = random_roll (0, 19, op, PREFER_LOW);
3529 2898
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 2899 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 2900 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 2901 if (!skop || num >= skop->level)
3534 { 2902 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2903 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 2904 make_visible (op);
3537 return; 2905 return;
3538 } 2906 }
3539 else 2907 else
3540 num += 20; 2908 num += 20;
3541 } 2909
3542 num += op->map->difficulty; 2910 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 2911 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 2912 num -= hide;
2913
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2914 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 2915 {
3547 make_visible (op); 2916 make_visible (op);
2917
3548 if (op->type == PLAYER) 2918 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2919 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 2920 }
3551 else if (op->type == PLAYER && skop) 2921 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2922 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 2923}
3556 2924
3557/* determine if who is standing near a hostile creature. */ 2925/* determine if who is standing near a hostile creature. */
3558 2926
3559int 2927int
3586 if (mflags & P_OUT_OF_MAP) 2954 if (mflags & P_OUT_OF_MAP)
3587 continue; 2955 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2956 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 2957 continue;
3590 2958
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 2960 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2961 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 2962 return 1;
3595 else if (tmp->type == PLAYER) 2963 else if (tmp->type == PLAYER)
3596 { 2964 {
3607 * object op. This function works fine for monsters, 2975 * object op. This function works fine for monsters,
3608 * but we dont worry if the object isnt the top one in 2976 * but we dont worry if the object isnt the top one in
3609 * a pile (say a coin under a table would return "viewable" 2977 * a pile (say a coin under a table would return "viewable"
3610 * by this routine). Another question, should we be 2978 * by this routine). Another question, should we be
3611 * concerned with the direction the player is looking 2979 * concerned with the direction the player is looking
3612 * in? Realistically, most of use cant see stuff behind 2980 * in? Realistically, most of us can't see stuff behind
3613 * our backs...on the other hand, does the "facing" direction 2981 * our backs...on the other hand, does the "facing" direction
3614 * imply the way your head, or body is facing? Its possible 2982 * 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. 2983 * for them to differ. Sigh, this fctn could get a bit more complex.
3616 * -b.t. 2984 * -b.t.
3617 * This function is now map tiling safe. 2985 * This function is now map tiling safe.
3618 */ 2986 */
3619
3620int 2987int
3621player_can_view (object *pl, object *op) 2988player_can_view (object *pl, object *op)
3622{ 2989{
3623 rv_vector rv; 2990 rv_vector rv;
3624 int dx, dy; 2991 int dx, dy;
3626 if (pl->type != PLAYER) 2993 if (pl->type != PLAYER)
3627 { 2994 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 2995 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 2996 return -1;
3630 } 2997 }
2998
3631 if (!pl || !op) 2999 if (!pl || !op)
3632 return 0; 3000 return 0;
3633 3001
3634 if (op->head)
3635 {
3636 op = op->head; 3002 op = op->head_ ();
3637 } 3003
3638 get_rangevector (pl, op, &rv, 0x1); 3004 get_rangevector (pl, op, &rv, 0x1);
3639 3005
3640 /* starting with the 'head' part, lets loop 3006 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3007 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3008 * part that is in the los array but isn't on
3643 * a blocked los square. 3009 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3010 * we use the archetype to figure out offsets.
3645 */ 3011 */
3646 while (op) 3012 while (op)
3647 { 3013 {
3648 dx = rv.distance_x + op->arch->clone.x; 3014 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3015 dy = rv.distance_y + op->arch->y;
3650 3016
3651 /* only the viewable area the player sees is updated by LOS 3017 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; 3018 return 1;
3019
3659 op = op->more; 3020 op = op->more;
3660 } 3021 }
3661 return 0;
3662}
3663 3022
3664/* routine for both players and monsters. We call this when
3665 * there is a possibility for our action distrubing our hiding
3666 * place or invisiblity spell. Artefact invisiblity is not
3667 * effected by this. If we arent invisible to begin with, we
3668 * return 0.
3669 */
3670int
3671action_makes_visible (object *op)
3672{
3673
3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 {
3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3677 return 0;
3678
3679 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0;
3681
3682 /* If monsters, they should become visible */
3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684 {
3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3686 return 1;
3687 }
3688 }
3689 return 0; 3023 return 0;
3690} 3024}
3691 3025
3692/* op_on_battleground - checks if the given object op (usually 3026/* op_on_battleground - checks if the given object op (usually
3693 * a player) is standing on a valid battleground-tile, 3027 * 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 3032 * Default is to do the same as before, so only people wanting to have different points need worry about this
3699 */ 3033 */
3700int 3034int
3701op_on_battleground (object *op, int *x, int *y) 3035op_on_battleground (object *op, int *x, int *y)
3702{ 3036{
3703 object *tmp;
3704
3705 /* A battleground-tile needs the following attributes to be valid: 3037 /* 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), 3038 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3039 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3708 * and the exit-coordinates sp/hp must both be > 0. 3040 * and the exit-coordinates sp/hp must both be > 0.
3709 * => The intention here is to prevent abuse of the battleground- 3041 * => The intention here is to prevent abuse of the battleground-
3710 * feature (like pickable or hidden battleground tiles). */ 3042 * feature (like pickable or hidden battleground tiles). */
3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3043 for (object *tmp = op->below; tmp; tmp = tmp->below)
3712 { 3044 {
3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3045 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 { 3046 {
3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3047 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3048 && tmp->type == BATTLEGROUND
3049 && tmp->name == shstr_battleground
3050 && EXIT_X (tmp) && EXIT_Y (tmp))
3717 { 3051 {
3718 /*before we assign the exit, check if this is a teambattle */ 3052 /* before we assign the exit, check if this is a teambattle */
3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3053 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 {
3721 object *invtmp;
3722
3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3054 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3724 { 3056 {
3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3726 {
3727 if (x != NULL && y != NULL) 3057 if (x && y)
3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059
3729 return 1; 3060 return 1;
3730 }
3731 } 3061 }
3732 } 3062
3733 if (x != NULL && y != NULL) 3063 if (x && y)
3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3735 return 1; 3066 return 1;
3736 } 3067 }
3737 } 3068 }
3738 } 3069 }
3070
3739 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3740 return 0; 3072 return 0;
3741} 3073}
3742 3074
3743/* 3075/*
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3092 int i = 0, j = 0;
3761 3093
3762 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3765 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3767 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3769 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3771 3103
3772 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3773 return; 3105 return;
3774 3106
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3108
3777 if (tr == NULL || tr->item == NULL) 3109 if (!tr || !tr->item)
3778 { 3110 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3112 return;
3781 } 3113 }
3782 3114
3783 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3116 item = tr->item;
3785 3117
3786 if (item->type == SPELL) 3118 if (item->type == SPELL)
3787 { 3119 {
3788 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3789 return; 3121 return;
3848 { 3180 {
3849 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3182 object *skin;
3851 3183
3852 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3186 ;
3187
3854 if (skin == NULL) 3188 if (!skin)
3855 return; 3189 return;
3856 3190
3857 /* adding new spellpath attunements */ 3191 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3192 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3193 {
3889 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3890 } 3224 }
3891 else 3225 else
3892 { 3226 {
3893 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3894 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3895 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 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); 3230 who->insert (tmp);
3897 if (who->type == PLAYER)
3898 esrv_send_item (who, tmp);
3899 } 3231 }
3900} 3232}
3901 3233
3902/** 3234/**
3903 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3904 * not readied. 3236 * not readied.
3905 */ 3237 */
3906void 3238void
3907player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3908{ 3240{
3909 rangetype i; 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->change_weapon (0);
3910 3243
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3244 if (pl->combat_ob == ob)
3912 { 3245 pl->combat_ob = 0;
3246
3913 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3914 { 3248 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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