ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.226 by root, Thu Jan 1 20:49:48 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
160 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
161 strip_endline (subject); 133 strip_endline (subject);
162 size = 0; 134 size = 0;
163 news[0] = '\0'; 135 news[0] = '\0';
164 } 136 }
173 size += strlen (buf); 145 size += strlen (buf);
174 } 146 }
175 } 147 }
176 148
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 152}
289 153
290/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
291static void 155static void
292set_first_map (object *op) 156set_first_map (object *op)
293{ 157{
294 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
295 op->x = -1; 159 op->x = -1;
296 op->y = -1; 160 op->y = -1;
297 enter_exit (op, NULL);
298} 161}
299 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
300/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
302 * mode. 385 * mode.
303 */ 386 */
304 387player *
305int 388player::create ()
306add_player (client_socket *ns)
307{ 389{
308 player *p = new player; 390 player *pl = new player;
309 391
310 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 393
313 p->next = first_player; 394 pl->ob->roll_stats ();
314 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
315 397
316 p = get_player (p);
317
318 set_first_map (p->ob); 398 set_first_map (pl->ob);
319 399
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 400 return pl;
328} 401}
329 402
330/* 403/*
331 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
334 */ 407 */
335archetype * 408archetype *
336get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
337{ 410{
338 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
339 418
340 for (;;) 419 for (;;)
341 { 420 {
342 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
343 at = first_archetype; 422 i = archetypes.begin ();
344 else 423 else if (*i == at)
345 at = at->next; 424 cleanup ("not a single player archetype found");
425
346 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
347 return at; 427 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 428 }
354} 429}
355
356 430
357object * 431object *
358get_nearest_player (object *mon) 432get_nearest_player (object *mon)
359{ 433{
360 object *op = NULL; 434 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 435 objectlink *ol;
363 unsigned lastdist; 436 unsigned lastdist;
364 rv_vector rv; 437 rv_vector rv;
365 438
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 440 {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
375 object *tmp = ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object (tmp);
383 if (!ol)
384 return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 442 continue;
396 443
397 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
398 { 445 {
399 op = ol->ob; 446 op = ol->ob;
400 lastdist = rv.distance; 447 lastdist = rv.distance;
401 } 448 }
402 } 449 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 450
404 { 451 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
409 { 454 {
410 op = pl->ob; 455 op = pl->ob;
411 lastdist = rv.distance; 456 lastdist = rv.distance;
412 } 457 }
413 } 458
414 }
415#if 0 459#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 461#endif
418 return op; 462 return op;
419} 463}
437 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 483 * is probably not a good thing.
440 */ 484 */
441#define MAX_SPACES 50 485#define MAX_SPACES 50
442
443 486
444/* 487/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 521 x = mon->x;
479 y = mon->y; 522 y = mon->y;
480 m = mon->map; 523 m = mon->map;
481 dir = rv.direction; 524 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
484 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 529 if (diff > max)
486 return 0; 530 return 0;
531
487 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
488 { 533 {
489 lastx = x; 534 lastx = x;
490 lasty = y; 535 lasty = y;
491 lastmap = m; 536 lastmap = m;
573 max--; 618 max--;
574 lastdir = dir; 619 lastdir = dir;
575 if (!firstdir) 620 if (!firstdir)
576 firstdir = dir; 621 firstdir = dir;
577 } 622 }
623
578 if (diff <= 1) 624 if (diff <= 1)
579 { 625 {
580 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 627 * headed toward player for entire distance.
582 */ 628 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 631 }
632
586 if (diff > max) 633 if (diff > max)
587 return 0; 634 return 0;
588 } 635 }
636
589 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
590 if (!max) 638 if (!max)
591 return 0; 639 return 0;
592 640
593 return firstdir; 641 return firstdir;
594} 642}
595 643
596void 644void
597give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
598{ 646{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 647 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 649
604 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
605 { 651 {
606 next = op->below; 652 next = op->below;
607 653
608 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
614 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 661 * by this player due to race restrictions
616 */ 662 */
617 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
618 { 664 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
620 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624 { 672 {
625 op->destroy (); 673 op->destroy ();
626 continue; 674 continue;
627 } 675 }
628 } 676 }
651 if (op->nrof > 1) 699 if (op->nrof > 1)
652 op->nrof = 1; 700 op->nrof = 1;
653 } 701 }
654 702
655 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 705
660 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
662 * merged properly. 708 * merged properly.
663 */ 709 */
664 if (need_identify (op)) 710 if (need_identify (op))
665 { 711 {
666 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 715 }
716
670 if (op->type == SPELL) 717 if (op->type == SPELL)
671 { 718 {
672 op->destroy (); 719 op->destroy ();
673 continue; 720 continue;
674 } 721 }
676 { 723 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 725 op->stats.exp = 0;
679 op->level = 1; 726 op->level = 1;
680 } 727 }
681 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
685 731
686 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
687 link_player_skills (pl); 733 pl->contr->link_skills ();
688}
689
690void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771} 734}
772 735
773void 736void
774get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
775{ 738{
776 if (party == NULL) 739 if (party == NULL)
777 { 740 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 742 return;
780 } 743 }
744
781 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 749}
786
787 750
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 752static int
790roll_stat (void) 753roll_stat (void)
791{ 754{
792 int a[4], i, j, k; 755 int a[4], i, j, k;
793 756
794 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
796 759
797 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 761 if (a[i] < k)
799 k = a[i], j = i; 762 k = a[i], j = i;
800 763
801 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 765 if (i != j)
804 k += a[i]; 766 k += a[i];
805 } 767
806 return k; 768 return k;
807} 769}
808 770
809void 771void
810roll_stats (object *op) 772object::roll_stats ()
811{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
812 int sum = 0; 778 int sum = 0;
813 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
815 781
816 do 782 if (sum >= 82 && sum <= 116)
783 break;
817 { 784 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 785
829 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 788
838 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
839 do 790 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 791
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 792 stats.exp = 0;
874 op->stats.ac = 0; 793 stats.ac = 0;
875 794
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
884 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
885} 807}
886 808
887void 809void
888Roll_Again (object *op) 810object::swap_stats (int a, int b)
889{ 811{
890 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 813
895void 814 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
897{ 841{
898 signed char tmp;
899 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
900 843
901 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 846}
1016 847
1017/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1021 * not the class. 852 * not the class.
1022 */ 853 */
1023 854void
1024int 855player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 856{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1041 859
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 861 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
1045 863
1046 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1048 866
1049 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1050 868
1051 if (op->msg) 869 if (ob->msg)
1052 op->msg = NULL; 870 ob->msg = 0;
1053 871
1054 /* We create this now because some of the unique maps will need it
1055 * to save here.
1056 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf);
1059
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 872 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op);
1067 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1068 fix_player (op); 876 ob->update_stats ();
1069 877
1070 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1071 * is one for this race 879 * is one for this race
1072 */ 880 */
1073 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1074 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1075 object *tmp;
1076 char mapname[MAX_BUF];
1077
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the
1085 * default initial map */
1086 tmp->destroy ();
1087 }
1088 else 883 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 885}
1092 return 0;
1093 }
1094 886
887void
888player::chargen_race_next ()
889{
1095 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1097 */ 892 */
1098 893
1099 tmp_loop = 0; 894 do
1100 while (!tmp_loop)
1101 { 895 {
1102 shstr name = op->name; 896 shstr name = ob->name;
1103 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1104 898
1105 remove_statbonus (op); 899 ob->remove_statbonus ();
1106 op->remove (); 900 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
1109 op->instantiate (); 903 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1112 op->x = x; 906 ob->x = x;
1113 op->y = y; 907 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 911 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 912 }
913 while (!allowed_class (ob));
1120 914
1121 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 917 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 920 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 921}
1183 922
1184void 923void
1185flee_player (object *op) 924flee_player (object *op)
1186{ 925{
1192 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1193 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1194 return; 933 return;
1195 } 934 }
1196 935
1197 if (op->enemy == NULL) 936 if (!op->enemy)
1198 { 937 {
1199 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 940 return;
1202 } 941 }
1203 942
1204 /* Seen some crashes here. Since we don't store an
1205 * op->enemy_count, it is possible that something destroys the
1206 * actual enemy, and the object is recycled.
1207 */
1208 if (op->enemy->map == NULL)
1209 {
1210 CLEAR_FLAG (op, FLAG_SCARED);
1211 op->enemy = NULL;
1212 return;
1213 }
1214
1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 { 944 {
1217 op->enemy = NULL; 945 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 947 return;
1220 } 948 }
949
1221 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1222 951
1223 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1225 { 954 {
1226 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1227 956
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 958 return;
1231 }
1232 } 959 }
960
1233 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 963 op->enemy = NULL;
1236} 964}
1237 965
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 968 * stop.
1242 */ 969 */
1243int 970int
1244check_pick (object *op) 971check_pick (object *op)
1245{ 972{
1246 object *tmp, *next; 973 object *tmp, *next;
1247 int stop = 0; 974 int stop = 0;
1248 int j, k, wvratio; 975 int wvratio;
1249 char putstring[128], tmpstr[16];
1250 976
1251 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1253 return 1; 979 return 1;
1254 980
1255 next = op->below; 981 next = op->below;
1256 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1257 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1258 * destroyed */ 987 * destroyed */
1259 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1260 { 989 {
1261 tmp = next; 990 tmp = next;
1262 next = tmp->below; 991 next = tmp->below;
1263 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1264 if (op->destroyed ()) 999 if (op->destroyed ())
1265 return 0; 1000 return 0;
1266 1001
1267 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1268 continue; 1003 continue;
1269 1004
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 1006 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1274 continue; 1010 continue;
1275 } 1011 }
1276 1012
1277 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1278 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1279 { 1075 {
1280 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1281 { 1135 {
1282 case 0: 1136 CHK_PICK_PICKUP;
1283 return 1; /* don't pick up */ 1137 continue;
1284 case 1:
1285 pick_up (op, tmp);
1286 return 1;
1287 case 2:
1288 pick_up (op, tmp);
1289 return 0;
1290 case 3:
1291 return 0; /* stop before pickup */
1292 case 4:
1293 pick_up (op, tmp);
1294 break;
1295 case 5:
1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 pick_up (op, tmp);
1302 break;
1303
1304 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM)
1306 pick_up (op, tmp);
1307 break;
1308
1309 default:
1310 /* use value density */
1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1313 pick_up (op, tmp);
1314 } 1138 }
1315 } 1139 }
1316 else 1140
1317 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1318 /* NEW pickup handling */
1319 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1320 { 1144 {
1321 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1322 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 }
1359 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for
1364 * example.
1365 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#>
1368 */
1369
1370 /* the first two modes are exclusive: if NOTHING we return, if
1371 * STOP then we stop. All the rest are applied sequentially,
1372 * meaning if any test passes, the item gets picked up. */
1373
1374 /* if mode is set to pick nothing up, return */
1375
1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1378
1379 /* if mode is set to stop when encountering objects, return */
1380 /* take STOP before INHIBIT since it doesn't actually pick
1381 * anything up */
1382
1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1385
1386 /* useful for going into stores and not losing your settings... */
1387 /* and for battles wher you don't want to get loaded down while
1388 * fighting */
1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1391
1392 /* prevent us from turning into auto-thieves :) */
1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue; 1146 continue;
1147 }
1395 1148
1396 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1398 continue; 1154 continue;
1155 }
1399 1156
1400 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1401 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1402 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1403 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1404 { 1228 {
1405 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1406 continue; 1230 continue;
1407 } 1231 }
1232 }
1408 1233
1234 /* misc stuff that's useful */
1409 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1411 { 1237 {
1412 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1413 continue; 1239 continue;
1414 } 1240 }
1415 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1416 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1417 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1418 { 1249 */
1419 pick_up (op, tmp);
1420 continue;
1421 }
1422
1423 /* spellbooks, skillscrolls and normal books/scrolls */
1424 if (op->contr->mode & PU_SPELLBOOK)
1425 if (tmp->type == SPELLBOOK)
1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1431 if (op->contr->mode & PU_SKILLSCROLL)
1432 if (tmp->type == SKILLSCROLL)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 /* wands/staves/rods/horns */
1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1453 /* pick up all magical items */
1454 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_VALUABLES)
1462 { 1252 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1464 { 1256 {
1465 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1466 continue;
1467 } 1258 }
1468 }
1469
1470 /* rings & amulets - talismans seems to be typed AMULET */
1471 if (op->contr->mode & PU_JEWELS)
1472 if (tmp->type == RING || tmp->type == AMULET)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 /* bows and arrows. Bows are good for selling! */
1487 if (op->contr->mode & PU_BOW)
1488 if (tmp->type == BOW)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1494 if (op->contr->mode & PU_ARROW)
1495 if (tmp->type == ARROW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 /* all kinds of armor etc. */
1502 if (op->contr->mode & PU_ARMOUR)
1503 if (tmp->type == ARMOUR)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_HELMET)
1510 if (tmp->type == HELMET)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_SHIELD)
1517 if (tmp->type == SHIELD)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_BOOTS)
1524 if (tmp->type == BOOTS)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_GLOVES)
1531 if (tmp->type == GLOVES)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_CLOAK)
1538 if (tmp->type == CLOAK)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 /* hoping to catch throwing daggers here */
1545 if (op->contr->mode & PU_MISSILEWEAPON)
1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1552 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON)
1554 {
1555 if (tmp->type == WEAPON && tmp->name != NULL)
1556 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1559 {
1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1565 if (tmp->type == WEAPON && tmp->name == NULL)
1566 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573 }
1574
1575 /* misc stuff that's useful */
1576 if (op->contr->mode & PU_KEY)
1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1582
1583 /* any of the last 4 bits set means we use the ratio for value
1584 * pickups */
1585 if (op->contr->mode & PU_RATIO)
1586 {
1587 /* use value density to decide what else to grab */
1588 /* >=7 was >= op->contr->mode */
1589 /* >=7 is the old standard setting. Now we take the last 4 bits
1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1593 {
1594 pick_up (op, tmp);
1595#if 0
1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1597 if (tmp->name != NULL)
1598 {
1599 fprintf (stderr, "%s", tmp->name);
1600 }
1601 else 1259 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605#endif 1263#endif
1264 CHK_PICK_PICKUP;
1606 continue; 1265 continue;
1607 }
1608 } 1266 }
1609 } /* the new pickup model */ 1267 } /* the new pickup model */
1610 } 1268 }
1611 1269
1612 return !stop; 1270 return !stop;
1618 * found object is returned. 1276 * found object is returned.
1619 */ 1277 */
1620object * 1278object *
1621find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1622{ 1280{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1629 return op; 1290 return arrow;
1291 }
1292
1630 return tmp; 1293 return 0;
1631} 1294}
1632 1295
1633/* 1296/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1301 */
1639
1640object * 1302object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1642{ 1304{
1643 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1645 1307
1646 if (!type) 1308 if (!type)
1650 { 1312 {
1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652 { 1314 {
1653 i = 0; 1315 i = 0;
1654 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1655 if (i > betterby) 1318 if (i > betterby)
1656 { 1319 {
1657 tmp = ntmp; 1320 tmp = ntmp;
1658 betterby = i; 1321 betterby = i;
1659 } 1322 }
1660 } 1323 }
1661 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1662 { 1325 {
1663 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying.contains (target->race))
1665 { 1328 {
1666 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1667 { 1330 {
1668 *better = 100; 1331 *better = 100;
1669 return arrow; 1332 return arrow;
1677 else 1340 else
1678 { 1341 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1343 {
1681 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1347 {
1685 tmp = arrow; 1348 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1350 }
1688 } 1351 }
1352
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1354 {
1691 tmp = arrow; 1355 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 } 1357 }
1358
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 { 1360 {
1696 tmp = arrow; 1361 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 } 1363 }
1699 } 1364 }
1700 } 1365 }
1701 } 1366 }
1367
1702 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1703 return find_arrow (op, type); 1369 return find_arrow (op, type);
1704 1370
1705 *better = betterby; 1371 *better = betterby;
1706 return tmp; 1372 return tmp;
1710 * find_better_arrow to find a decent arrow to use. 1376 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1377 * op = the shooter
1712 * type = bow->race 1378 * type = bow->race
1713 * dir = fire direction 1379 * dir = fire direction
1714 */ 1380 */
1715
1716object * 1381object *
1717pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1718{ 1383{
1719 object *tmp = NULL; 1384 object *tmp = NULL;
1720 maptile *m; 1385 maptile *m;
1721 int i, mflags, found, number; 1386 int i, mflags, found, number;
1722 sint16 x, y; 1387 sint16 x, y;
1737 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1738 { 1403 {
1739 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1740 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1741 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 { 1409 {
1744 tmp = NULL; 1410 tmp = 0;
1745 break; 1411 break;
1746 } 1412 }
1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 { 1414 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1751 */ 1417 */
1752 tmp = NULL; 1418 tmp = 0;
1753 break; 1419 break;
1754 } 1420 }
1421
1755 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1756 {
1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1764 break; 1425 break;
1765 }
1766 } 1426 }
1767 if (tmp == NULL) 1427
1428 if (!tmp)
1768 return find_arrow (op, type); 1429 return find_arrow (op, type);
1769 1430
1770 if (tmp->head) 1431 if (tmp->head)
1771 tmp = tmp->head; 1432 tmp = tmp->head;
1772 1433
1785 */ 1446 */
1786int 1447int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1448fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1449{
1789 object *left, *bow; 1450 object *left, *bow;
1790 int bowspeed, mflags; 1451 int mflags;
1791 maptile *m; 1452 maptile *m;
1792 1453
1793 if (!dir) 1454 if (!dir)
1794 { 1455 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1457 return 0;
1797 } 1458 }
1798 if (op->type == PLAYER) 1459
1799 bow = op->contr->ranges[range_bow]; 1460 if (op->contr)
1461 bow = op->current_weapon;
1800 else 1462 else
1801 { 1463 {
1802 for (bow = op->inv; bow; bow = bow->below) 1464 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1465 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1466 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1471 if (!bow)
1810 { 1472 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1474 return 0;
1813 } 1475 }
1476
1477 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below)
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1814 } 1483 }
1484
1815 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1816 { 1486 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1488 return 0;
1819 } 1489 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1490
1829 if (arrow == NULL) 1491 if (arrow == NULL)
1830 { 1492 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1494 {
1833 if (op->type == PLAYER) 1495 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1498 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1838 return 0; 1501 return 0;
1839 } 1502 }
1840 } 1503 }
1504
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1506 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1507 return 0;
1845 } 1508
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1509 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1510 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1511 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1512 return 0;
1850 } 1513 }
1851 1514
1852 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1853 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1854 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1855 arrow->destroy (); 1519 arrow->destroy ();
1856 return 0; 1520 return 0;
1857 } 1521 }
1858 1522
1859 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1861 if (arrow == NULL) 1525 if (!arrow)
1862 { 1526 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1528 return 0;
1865 } 1529 }
1530
1866 arrow->set_owner (op); 1531 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1532 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1533 arrow->direction = dir;
1870 arrow->x = sx; 1534
1871 arrow->y = sy; 1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype;
1538
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541
1542#if 0
1543 if (player *pl = op->contr)
1544 {
1545 float speed = pl->weapon_sp;
1546
1547 /* penalize ROF for bestarrow */
1548 if (pl->bowtype == bow_bestarrow)
1549 speed *= .9f;
1550 else
1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552
1553 op->speed_left += speed - op->speed;
1554 }
1555#endif
1556
1557 SET_ANIMATION (arrow, arrow->direction);
1558
1559 /* update the speed */
1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561 + bow->stats.dam / 7.f;
1562
1563 arrow->set_speed (max (arrow->speed, 2.f));
1564 arrow->speed_left = 0;
1565
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1567
1873 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1874 { 1569 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1570 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1571 wc -= dex_bonus[op->stats.Dex];
1572
1573 if (!arrow->slaying)
1574 arrow->slaying = op->slaying;
1575
1576 arrow->attacktype |= op->attacktype;
1908 } 1577 }
1909 else 1578 else
1910 { 1579 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1580 arrow->level = op->level;
1913 } 1581 arrow->stats.wc -= bow->magic;
1914 1582
1915 if (arrow->attacktype == AT_PHYSICAL) 1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1916 arrow->attacktype |= bow->attacktype; 1586 arrow->attacktype |= bow->attacktype;
1587 }
1917 1588
1918 if (bow->slaying != NULL) 1589 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1591
1921 arrow->map = m; 1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1595
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1597 m->insert (arrow, sx, sy, op);
1927 1598
1928 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1600 move_arrow (arrow);
1930
1931 if (op->type == PLAYER)
1932 {
1933 if (left->destroyed ())
1934 esrv_del_item (op->contr, left->count);
1935 else
1936 esrv_send_item (op, left);
1937 }
1938 1601
1939 return 1; 1602 return 1;
1940} 1603}
1941 1604
1942/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1947 * hence the function name. 1610 * hence the function name.
1948 */ 1611 */
1949int 1612int
1950player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1951{ 1614{
1952 int ret = 0, wcmod = 0; 1615 int ret;
1953 1616
1954 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1955 { 1618 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1620 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1622 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1961 wcmod = -1;
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1625 }
1964 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1965 { 1627 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 } 1631 }
1970 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1633 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1637 }
1977 else 1638 else
1978 { 1639 {
1979 /* Simple case */ 1640 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1641 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1642 }
1643
1982 return ret; 1644 return ret;
1983} 1645}
1984
1985 1646
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1647/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1648 * Broken apart from 'fire' to keep it more readable.
1988 */ 1649 */
1989void 1650void
1990fire_misc_object (object *op, int dir) 1651fire_misc_object (object *op, int dir)
1991{ 1652{
1992 object *item; 1653 object *item = op->contr->ranged_ob;
1993 1654
1994 if (!op->contr->ranges[range_misc]) 1655 if (!item)
1995 { 1656 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1657 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1658 return;
1998 } 1659 }
1999 1660
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1661 if (!item->inv)
2002 { 1662 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1664 return;
2005 } 1665 }
1666
1667 if (!op->change_weapon (item))
1668 return;
1669
2006 if (item->type == WAND) 1670 if (item->type == WAND)
2007 { 1671 {
2008 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
2009 { 1673 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 op->contr->play_sound (sound_find ("wand_poof"));
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676
2012 return; 1677 return;
2013 } 1678 }
2014 } 1679 }
2015 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
2016 { 1681 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2018 { 1687 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
2020 if (item->type == ROD) 1690 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1692 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694
2024 return; 1695 return;
2025 } 1696 }
2026 } 1697 }
2027 1698
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
2029 { 1700 {
2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
2031 if (item->type == WAND) 1703 if (item->type == WAND)
2032 { 1704 {
2033 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
2034 { 1706 {
2035 object *tmp; 1707 object *tmp;
2036 1708
2037 if (item->arch) 1709 if (item->arch)
2038 { 1710 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
2041 item->speed = 0; 1713 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1714 }
2044 if ((tmp = is_player_inv (item))) 1715
1716 if (object *pl = item->visible_to ())
2045 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
2046 } 1718 }
2047 } 1719 }
2048 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1721 drain_rod_charge (item);
2051 }
2052 } 1722 }
2053} 1723}
2054 1724
2055/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
2056 */ 1726 */
2057void 1727bool
2058fire (object *op, int dir) 1728fire (object *op, int dir)
2059{ 1729{
2060 int spellcost = 0; 1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
2061 1752
2062 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
2064 make_visible (op); 1755 make_visible (op);
2065 1756
2066 switch (op->contr->shoottype) 1757 switch (ob->type)
2067 { 1758 {
2068 case range_none: 1759 case BOW:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
2073 return; 1761 break;
2074 1762
2075 case range_magic: /* Casting spells */ 1763 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1765 break;
2078 1766
2079 case range_misc: 1767 case BUILDER:
1768 apply_map_builder (op, dir);
1769 break;
1770
1771 case SKILL:
1772 do_skill (op, op, ob, dir, 0);
1773 break;
1774
1775 default:
2080 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
2081 return; 1777 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1778 }
2109}
2110 1779
2111 1780 return true;
1781}
2112 1782
2113/* find_key 1783/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1784 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1786 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1788 * pl is the player,
2119 * inv is the objects inventory to searched 1789 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1790 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1791 * This function can be called recursively to search containers.
2122 */ 1792 */
2123
2124object * 1793object *
2125find_key (object *pl, object *container, object *door) 1794find_key (object *pl, object *container, object *door)
2126{ 1795{
2127 object *tmp, *key; 1796 object *tmp, *key;
2128 1797
2129 /* Should not happen, but sanity checking is never bad */ 1798 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1799 if (!container->inv)
2131 return NULL; 1800 return 0;
2132 1801
2133 /* First, lets try to find a key in the top level inventory */ 1802 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1803 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1804 {
2136 if (door->type == DOOR && tmp->type == KEY) 1805 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1806 break;
2138 /* For sanity, we should really check door type, but other stuff 1807 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1808 * (like containers) can be locked with special keys
2140 */ 1809 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1811 break;
2143 } 1812 }
1813
2144 /* No key found - lets search inventories now */ 1814 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1815 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1816 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1817 * a key, return
2148 */ 1818 */
2149 if (!tmp) 1819 if (!tmp)
2150 { 1820 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1821 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1822 {
2153 /* No reason to search empty containers */ 1823 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1824 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1825 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1826 if ((key = find_key (pl, tmp, door)))
2157 return key; 1827 return key;
2158 } 1828 }
2159 } 1829 }
1830
2160 if (!tmp) 1831 if (!tmp)
2161 return NULL; 1832 return NULL;
2162 } 1833 }
1834
2163 /* We get down here if we have found a key. Now if its in a container, 1835 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1836 * see if we actually want to use it
2165 */ 1837 */
2166 if (pl != container) 1838 if (pl != container)
2167 { 1839 {
2181 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
2182 * all the others. 1854 * all the others.
2183 */ 1855 */
2184 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
2185 !QUERY_FLAG (container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2187 { 1859 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1862 return NULL;
2191 } 1863 }
2192 } 1864 }
1865
2193 return tmp; 1866 return tmp;
2194} 1867}
2195 1868
2196/* moved door processing out of move_player_attack. 1869/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1870 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1872 * 0 otherwise
2200 */ 1873 */
2201static int 1874static int
2202player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
2203{ 1876{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1878 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
2208 */ 1880 */
2209 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
2210 1882
2211 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
2212 if (key) 1884 if (key)
2213 { 1885 {
2214 object *container = key->env; 1886 object *container = key->env;
2215 1887
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
2218 make_visible (op); 1889 make_visible (op);
1890
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1892 spring_trap (door->inv, op);
1893
2221 if (door->type == DOOR) 1894 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
2226 { 1897 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1900 }
1901
2230 /* Do this after we print the message */ 1902 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1904
2233 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container);
2235 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
2236 } 1906 }
2237 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
2238 { 1908 {
2239 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2241 return 1; 1911 return 1;
2242 } 1912 }
1913
2243 return 0; 1914 return 0;
2244} 1915}
2245 1916
2246/* This function is just part of a breakup from move_player. 1917/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2251 */ 1922 */
2252 1923bool
2253void
2254move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2255{ 1925{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 1926 int on_battleground;
2259 maptile *m;
2260 1927
2261 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2263 1930
2264 on_battleground = op_on_battleground (op, NULL, NULL); 1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
2265 1941
2266 /* If braced, or can't move to the square, and it is not out of the 1942 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 1943 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 1944 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2270 * move to some space, it then means that if we are braced, we should 1946 * move to some space, it then means that if we are braced, we should
2271 * do nothing at all. As it is, if we are braced, we go through 1947 * do nothing at all. As it is, if we are braced, we go through
2272 * quite a bit of processing. However, it probably is less than what 1948 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 1949 * move_ob uses.
2274 */ 1950 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2276 { 1966 }
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
2278 { 1979 }
2279 m = get_map_from_coord (op->map, &nx, &ny); 1980
2280 if (!m) 1981 /* The following deals with possibly attacking peaceful
2281 return; /* Don't think this should happen */ 1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2282 } 2014 }
2283 else 2015 else
2284 m = op->map;
2285
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2016 return false;
2290 } 2017 }
2291 2018
2292 mon = NULL;
2293 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space
2297 */
2298 while (tmp != NULL)
2299 {
2300 if (tmp == op)
2301 {
2302 tmp = tmp->above;
2303 continue;
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp;
2309 break;
2310 }
2311
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */
2319 return; /* into a wall */
2320
2321 if (mon->head != NULL)
2322 mon = mon->head;
2323
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon))
2326 return;
2327
2328 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them.
2334 */
2335
2336 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive.
2339 */
2340 if ((op->type == PLAYER)
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2345#else
2346 && mon->owner == op
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 {
2350 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced)
2352 return;
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2357 return;
2358 }
2359
2360 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2022 * attack them either.
2364 */ 2023 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2024 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2026 && ((op->contr->peaceful
2368 (op->contr->peaceful 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2028 && !on_battleground))
2370 && mon->contr-> 2029 {
2371 peaceful)) && 2030 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2031 {
2032 --op->speed_left;
2033
2377 if (!op->contr->braced) 2034 if (!op->contr->braced)
2378 { 2035 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2381 } 2038 }
2382 else 2039 else
2383 { 2040 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2041
2385 }
2386 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2387 make_visible (op); 2043 make_visible (op);
2388 }
2389 2044
2045 return true;
2046 }
2047 }
2390 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced. 2049 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2050 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2394 { 2054 {
2055 --op->speed_left;
2056
2395 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2397 make_visible (op); 2059 make_visible (op);
2398 }
2399 2060
2061 return true;
2062 }
2063 }
2400 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2065 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2067 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2068 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2069 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2072 {
2410 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2074 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2075 --op->contr->weapon_sp_left;
2419 2076
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2077 skill_attack (mon, op, 0, 0, 0);
2424 2078
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2439 make_visible (op); 2080 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2081
2444int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2445move_player (object *op, int dir) 2090move_player (object *op, int dir)
2446{ 2091{
2447 int pick; 2092 int pick;
2448 2093
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2450 return 0; 2095 return 0;
2451 2096
2452 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2454 { 2099 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2100 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2101 return 0;
2457 } 2102 }
2458 2103
2459 /* peterm: added following line */ 2104 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2107
2463 op->facing = dir; 2108 op->facing = dir;
2464 2109
2465 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2466 do_hidden_move (op); 2111 do_hidden_move (op);
2467 2112
2113 bool retval;
2114
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2116 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2471 fire (op, dir); 2118 retval = fire (op, dir);
2472 else 2119 else
2473 { 2120 {
2474 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2122 pick = check_pick (op);
2476 } 2123 }
2477 2124
2478 /* Add special check for newcs players and fire on - this way, the 2125 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2126 * server can handle repeat firing.
2480 */ 2127 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2128 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2129 op->direction = dir;
2484 }
2485 else 2130 else
2486 {
2487 op->direction = 0; 2131 op->direction = 0;
2488 } 2132
2489 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2135 * for players.
2492 */ 2136 */
2493 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2494 return 0; 2138
2139 return retval;
2495} 2140}
2496 2141
2497/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2143 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2145 * the new speed values for commands.
2501 * 2146 *
2502 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2503 */ 2150 */
2504int 2151bool
2505handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2506{ 2153{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2155 {
2529 flee_player (op); 2156 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2157 {
2533 op->speed_left--; 2158 --op->speed_left;
2159 flee_player (op);
2160
2534 return 0; 2161 return true;
2535 } 2162 }
2163 else
2164 return false;
2536 } 2165 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2166
2546 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2169 * called, so we recheck it here.
2549 */ 2170 */
2550 HandleClient (op->contr->socket, op->contr); 2171 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2172 return true;
2553 2173
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2175 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2176
2570 return 0; 2177 return false;
2571} 2178}
2572 2179
2573int 2180int
2574save_life (object *op) 2181save_life (object *op)
2575{ 2182{
2577 return 0; 2184 return 0;
2578 2185
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 { 2188 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 op->play_sound (sound_find ("ob_evaporate"));
2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584
2585 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count);
2587 2191
2588 tmp->destroy (); 2192 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590 2194
2591 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp; 2196 op->stats.hp = op->stats.maxhp;
2593 2197
2594 if (op->stats.food < 0) 2198 if (op->stats.food < 0)
2595 op->stats.food = 999; 2199 op->stats.food = 999;
2596 2200
2597 fix_player (op); 2201 op->update_stats ();
2598 return 1; 2202 return 1;
2599 } 2203 }
2600 2204
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2206 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604 return 0; 2208 return 0;
2605} 2209}
2606 2210
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2608 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2609 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2610 * from. 2214 * from.
2611 */ 2215 */
2216static void
2217drop_unpaid_items (object *op, object *env)
2218{
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230}
2231
2612void 2232void
2613remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2614{ 2234{
2615 object *next; 2235 if (!flag [FLAG_REMOVED])
2616 2236 ::drop_unpaid_items (inv, this);
2617 while (op)
2618 {
2619 next = op->below; /* Make sure we have a good value, in case
2620 * we remove object 'op'
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0);
2630 }
2631 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env);
2633
2634 op = next;
2635 }
2636} 2237}
2637
2638 2238
2639/* 2239/*
2640 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2643 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2644 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2645 */ 2245 */
2646char * 2246const char *
2647gravestone_text (object *op) 2247gravestone_text (object *op)
2648{ 2248{
2649 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2650 char buf[MAX_BUF];
2651 time_t now = time (NULL);
2652 2250
2653 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2654 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2656 else
2657 sprintf (buf, "%s\n", &op->name);
2658 2256
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2660 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2661 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2662 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2663 else
2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665 2265
2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2667 strcat (buf2, buf);
2668 if (op->type == PLAYER)
2669 { 2266 {
2670 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2671 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2672 strcat (buf2, buf);
2673 }
2674
2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2677 strcat (buf2, buf); 2271 }
2678 2272
2679 return buf2; 2273 return buf;
2680} 2274}
2681
2682
2683 2275
2684void 2276void
2685do_some_living (object *op) 2277do_some_living (object *op)
2686{ 2278{
2687 int last_food = op->stats.food; 2279 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2285 int rate_grace = 2000;
2694 const int max_hp = 1; 2286 const int max_hp = 1;
2695 const int max_sp = 1; 2287 const int max_sp = 1;
2696 const int max_grace = 1; 2288 const int max_grace = 1;
2697 2289
2698 if (op->contr->outputs_sync) 2290 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 if (!op->invisible--)
2303 {
2304 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306 }
2307 }
2704 2308
2705 if (op->contr->state == ST_PLAYING) 2309 if (op->contr->ns->state == ST_PLAYING)
2706 { 2310 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2311 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2312 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2313 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2314 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2315 else
2713 { 2316 {
2714 gen_hp = op->stats.maxhp; 2317 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2318 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2319 }
2320
2717 if (op->contr->gen_sp >= 0) 2321 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2322 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2323 else
2720 { 2324 {
2721 gen_sp = op->stats.maxsp; 2325 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2326 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2327 }
2328
2724 if (op->contr->gen_grace >= 0) 2329 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2331 else
2727 { 2332 {
2728 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2335 }
2731 2336
2732 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp)
2737 {
2738 op->stats.sp++;
2739 /* dms do not consume food */
2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2741 {
2742 op->stats.food--;
2743 if (op->contr->digestion < 0)
2744 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food;
2747 }
2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 }
2774
2775 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2778 { 2340 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2341 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2342 op->stats.grace++; /* no penalty in food for regaining grace */
2343
2781 if (max_grace > 1) 2344 if (max_grace > 1)
2782 { 2345 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2346 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2347 if (over_grace > 0)
2785 { 2348 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2798 } 2361 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2800 } 2363 }
2801 2364
2365 if (op->stats.food > 0)
2366 {
2802 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2369 {
2807 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2371
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2810 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2811 op->stats.food--; 2379 op->stats.food--;
2380
2812 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2816 } 2386 }
2817 } 2387
2818 if (max_hp > 1) 2388 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2389 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2824 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2408 }
2826 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2827 { 2417 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2829 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2830 } 2443 }
2831 else 2444 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2446 }
2835 } 2447 }
2836 2448
2837 /* Digestion */ 2449 /* Digestion */
2838 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2839 { 2451 {
2840#ifdef COZY_SERVER 2452 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2453 penalty = max (0, -op->contr->digestion);
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2454
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2456
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2457 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2459 op->stats.food--;
2854 } 2460 }
2855 }
2856 2461
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2463 {
2859 object *tmp, *flesh = NULL; 2464 object *flesh = 0;
2860 2465
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2467 {
2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2472 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2473 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2868 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2478 break;
2871 } 2479 }
2872 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2873 flesh = tmp; 2481 flesh = tmp;
2874 } /* End if paid for object */ 2482 }
2875 } /* end of for loop */ 2483
2876 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2485 * eat flesh instead.
2878 */ 2486 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2488 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2883 } 2501 {
2884 } /* end if player is starving */ 2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2885 2504
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2505 if (op->stats.hp < 0)
2887 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2888 2511
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2512 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2514 kill_player (op);
2515 }
2891} 2516}
2892
2893
2894 2517
2895/* If the player should die (lack of hp, food, etc), we call this. 2518/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2519 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2520 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2521 * file.
2899 */ 2522 */
2900void 2523void
2901kill_player (object *op) 2524kill_player (object *op)
2902{ 2525{
2903 char buf[MAX_BUF];
2904 int x, y; 2526 int x, y;
2905
2906 //int i;
2907 maptile *map; /* this is for resurrection */ 2527 maptile *map; /* this is for resurrection */
2908
2909 /* int z;
2910 int num_stats_lose;
2911 int lost_a_stat;
2912 int lose_this_stat;
2913 int this_stat; */
2914 int will_kill_again; 2528 int will_kill_again;
2915 archetype *at; 2529 archetype *at;
2916 object *tmp; 2530 object *tmp;
2917 2531
2918 if (save_life (op)) 2532 if (save_life (op))
2919 return; 2533 return;
2920 2534
2535 dynbuf_text deathtab;
2536
2537 /* restore player */
2538 at = archetype::find ("poisoning");
2539 if (object *tmp = present_arch_in_ob (at, op))
2540 {
2541 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r";
2543 }
2544
2545 at = archetype::find ("confusion");
2546 if (object *tmp = present_arch_in_ob (at, op))
2547 {
2548 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r";
2550 }
2551
2552 cure_disease (op, 0, 0); /* remove any disease */
2553
2554 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0)
2559 op->stats.food = 999;
2560
2561 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; )
2564 {
2565 object *next = item->below;
2566
2567 if (item->type == SPELL_EFFECT && item->active)
2568 item->destroy ();
2569
2570 item = next;
2571 }
2921 2572
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2573 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2923 * in cities ONLY!!! It is very important that this doesn't get abused. 2574 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2575 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2576 */
2926 if (op_on_battleground (op, &x, &y)) 2577 if (op_on_battleground (op, &x, &y))
2927 { 2578 {
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2579 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930
2931 /* restore player */
2932 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op);
2934 if (tmp)
2935 {
2936 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 }
2939
2940 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op);
2942 if (tmp)
2943 {
2944 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 }
2947
2948 cure_disease (op, 0); /* remove any disease */
2949 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0)
2951 op->stats.food = 999;
2952 2580
2953 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2583 {
2957 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2958 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2959 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2593 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2594 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2595 }
2968 2596
2969 /* teleport defeated player to new destination */ 2597 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2598 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2599 op->contr->braced = 0;
2600
2601 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972 return; 2602 return;
2973 } 2603 }
2974 2604
2605 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2606 deathtab << "T<YOU HAVE DIED>\n\n";
2607
2975 INVOKE_PLAYER (DEATH, op->contr); 2608 INVOKE_PLAYER (DEATH, op->contr);
2976 2609
2977 command_kill_pets (op, 0); 2610 command_kill_pets (op, 0);
2978 2611
2979 if (op->stats.food < 0) 2612 op->contr->play_sound (sound_find ("player_dies"));
2613
2614 /* save the map location for corpse, gravestone */
2615 x = op->x;
2616 y = op->y;
2617 map = op->map;
2618
2619 /* NOT_PERMADEATH code. This basically brings the character back to
2620 * life if they are dead - it takes some exp and a random stat.
2621 * See the config.h file for a little more in depth detail about this.
2622 */
2623
2624 /* Basically two ways to go - remove a stat permanently, or just
2625 * make it depletion. This bunch of code deals with that aspect
2626 * of death.
2627 */
2628#ifndef COZY_SERVER
2629 if (settings.balanced_stat_loss)
2980 { 2630 {
2981 if (op->contr->explore) 2631 /* If stat loss is permanent, lose one stat only. */
2982 { 2632 /* Lower level chars don't lose as many stats because they suffer
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2633 more if they do. */
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2634 /* Higher level characters can afford things such as potions of
2985 op->stats.food = 999; 2635 restoration, or better, stat potions. So we slug them that
2986 return; 2636 little bit harder. */
2987 } 2637 /* GD */
2988 sprintf (buf, "%s starved to death.", &op->name); 2638 if (settings.stat_loss_on_death)
2989 strcpy (op->contr->killer, "starvation"); 2639 num_stats_lose = 1;
2640 else
2641 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2990 } 2642 }
2991 else 2643 else
2992 { 2644 num_stats_lose = 1;
2993 if (op->contr->explore) 2645
2994 { 2646 lost_a_stat = 0;
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2647
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2648 for (z = 0; z < num_stats_lose; z++)
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name);
3001 } 2649 {
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2650 i = rndm (NUM_STATS);
3003 2651
3004 /* save the map location for corpse, gravestone */
3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
3008
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this.
3015 */
3016
3017 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect
3019 * of death.
3020 */
3021#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss)
3023 {
3024 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */
3027 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */
3030 /* GD */
3031 if (settings.stat_loss_on_death) 2652 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2653 {
3033 else 2654 /* Pick a random stat and take a point off it. Tell the player
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2655 * what he lost.
2656 */
2657 change_attr_value (&(op->stats), i, -1);
2658 check_stat_bounds (&(op->stats));
2659 change_attr_value (&(op->contr->orig_stats), i, -1);
2660 check_stat_bounds (&(op->contr->orig_stats));
2661 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2662 lost_a_stat = 1;
3035 } 2663 }
3036 else 2664 else
3037 { 2665 {
3038 num_stats_lose = 1; 2666 /* deplete a stat */
3039 } 2667 archetype *deparch = archetype::find ("depletion");
3040 lost_a_stat = 0; 2668 object *dep;
3041 2669
3042 for (z = 0; z < num_stats_lose; z++) 2670 dep = present_arch_in_ob (deparch, op);
3043 { 2671 if (!dep)
3044 i = RANDOM () % NUM_STATS;
3045
3046 if (settings.stat_loss_on_death)
3047 { 2672 {
3048 /* Pick a random stat and take a point off it. Tell the player 2673 dep = arch_to_object (deparch);
3049 * what he lost. 2674 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2675 }
3058 else 2676 lose_this_stat = 1;
2677 if (settings.balanced_stat_loss)
3059 { 2678 {
3060 /* deplete a stat */ 2679 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2680 /* Get the stat that we're about to deplete. */
3062 object *dep; 2681 this_stat = get_attr_value (&(dep->stats), i);
3063 2682 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2683 {
3067 dep = arch_to_object (deparch); 2684 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2685 int keep_chance = this_stat * this_stat;
3069 } 2686
3070 lose_this_stat = 1; 2687 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2688 if (keep_chance < 1)
2689 keep_chance = 1;
2690
2691 /* There is a maximum depletion total per level. */
2692 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2693 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2694 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2695 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2696 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2697 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2698 else
3112 if (this_stat >= -50)
3113 { 2699 {
3114 change_attr_value (&(dep->stats), i, -1); 2700 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2701 lose_this_stat = 0;
2702 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2703 this_stat, keep_chance, loss_chance,
2704 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2705 }
3120 } 2706 }
3121 } 2707 }
2708
2709 if (lose_this_stat)
2710 {
2711 this_stat = get_attr_value (&dep->stats, i);
2712 /* We could try to do something clever like find another
2713 * stat to reduce if this fails. But chances are, if
2714 * stats have been depleted to -50, all are pretty low
2715 * and should be roughly the same, so it shouldn't make a
2716 * difference.
2717 */
2718 if (this_stat >= -50)
2719 {
2720 change_attr_value (&(dep->stats), i, -1);
2721 SET_FLAG (dep, FLAG_APPLIED);
2722 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723 op->update_stats ();
2724 lost_a_stat = 1;
2725 }
3122 } 2726 }
2727 }
2728 }
2729
3123 /* If no stat lost, tell the player. */ 2730 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2731 if (!lost_a_stat)
3125 { 2732 {
3126 /* determine_god() seems to not work sometimes... why is this? 2733 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2734 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2735 shstr_tmp god = determine_god (op);
3129 2736
3130 if (god && (strcmp (god, "none"))) 2737 if (god != shstr_none)
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2738 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3132 else 2739 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2740 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3134 } 2741 }
3135#else 2742#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2743 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3137#endif 2744#endif
3138 2745
3139 /* Put a gravestone up where the character 'almost' died. List the 2746 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2747 * exp loss on the stone.
3141 */ 2748 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2749 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2750 tmp->name = format ("%s's gravestone", &op->name);
3144 tmp->name = buf; 2751 tmp->name_pl = format ("%s's gravestones", &op->name);
3145 sprintf (buf, "%s's gravestones", &op->name); 2752 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3146 tmp->name_pl = buf; 2753 &op->name, op->contr->title, op->contr->killer_name ());
3147 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);
3148 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2754 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2755 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2756
3152 /**************************************/ 2757 /**************************************/
3153 /* */ 2758 /* */
3154 /* Subtract the experience points, */ 2759 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */ 2760 /* */
3158 /**************************************/ 2761 /**************************************/
3159 2762
3160 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */
3162 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op);
3164
3165 if (tmp)
3166 {
3167 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 }
3170
3171 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op);
3173 if (tmp)
3174 {
3175 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 }
3178
3179 cure_disease (op, 0); /* remove any disease */
3180
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2763 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2764 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2765
3189 /* 2766 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2767 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2768 * and put them back in the map.
3192 * in the map. 2769 */
3193 */ 2770 op->drop_unpaid_items ();
3194 2771
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2772 /****************************************/
3199 /* */ 2773 /* */
3200 /* Move player to his current respawn- */ 2774 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2775 /* position (usually last savebed) */
3202 /* */ 2776 /* */
3203 /****************************************/ 2777 /****************************************/
3204 2778
3205 enter_player_savebed (op); 2779 enter_player_savebed (op);
3206 2780
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2781 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2782
3213 /* it is possible that the player has blown something up 2783 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2784 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2785 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2786 * on the space that might harm the player.
3217 */ 2787 */
3218 will_kill_again = 0; 2788 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2790 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2791 will_kill_again |= tmp->attacktype;
3222 2792
3223 if (will_kill_again) 2793 if (will_kill_again)
3224 { 2794 {
3225 object *force; 2795 object *force;
3226 int at; 2796 int at;
3227 2797
3228 force = get_archetype (FORCE_NAME); 2798 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2799 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2800 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2801 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2802 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2803 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2804 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2805 force->resist[at] = 100;
3236 2806
3237 insert_ob_in_ob (force, op); 2807 insert_ob_in_ob (force, op);
3238 fix_player (op); 2808 op->update_stats ();
3239
3240 }
3241
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 { 2809 }
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250 2810
3251 op->contr->party = NULL; 2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2812}
3311
3312 2813
3313void 2814void
3314loot_object (object *op) 2815loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2816{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2817 object *tmp, *tmp2, *next;
3317 2818
3318 if (op->container) 2819 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2820
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2821 for (tmp = op->inv; tmp; tmp = next)
3324 { 2822 {
3325 next = tmp->below; 2823 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2824
2825 if (tmp->invisible)
3327 continue; 2826 continue;
2827
3328 tmp->remove (); 2828 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2829 tmp->x = op->x, tmp->y = op->y;
2830
3330 if (tmp->type == CONTAINER) 2831 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2832 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2833
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2834 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2835 {
3336 if (tmp->nrof > 1) 2836 if (tmp->nrof > 1)
3337 { 2837 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2838 tmp->decrease (rndm (1, tmp->nrof - 1));
3339 tmp2->destroy ();
3340 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 } 2840 }
3342 else 2841 else
3343 tmp->destroy (); 2842 tmp->destroy ();
3344 } 2843 }
3350/* 2849/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2850 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2851 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2852 * was changed.
3354 */ 2853 */
3355
3356void 2854void
3357fix_weight (void) 2855fix_weight (void)
3358{ 2856{
3359 player *pl; 2857 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2858 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2859 sint32 old = pl->ob->carrying;
3364 2860
3365 if (old == sum) 2861 pl->ob->update_weight ();
3366 continue; 2862
3367 fix_player (pl->ob); 2863 if (old != pl->ob->carrying)
2864 {
2865 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2866 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2867 }
3369 } 2868 }
3370} 2869}
3371 2870
3372void 2871void
3373fix_luck (void) 2872fix_luck (void)
3374{ 2873{
3375 player *pl; 2874 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2875 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2876 pl->ob->change_luck (0);
3380} 2877}
3381
3382 2878
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2879/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2880 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2881 * just treat this as any other spell casting object.
3386 */ 2882 */
3387
3388void 2883void
3389cast_dust (object *op, object *throw_ob, int dir) 2884cast_dust (object *op, object *throw_ob, int dir)
3390{ 2885{
3391 object *skop, *spob; 2886 object *skop, *spob;
3392 2887
3419} 2914}
3420 2915
3421void 2916void
3422make_visible (object *op) 2917make_visible (object *op)
3423{ 2918{
3424 op->hide = 0; 2919 op->flag [FLAG_HIDDEN] = 0;
3425 op->invisible = 0; 2920 op->invisible = 0;
2921
3426 if (op->type == PLAYER) 2922 if (op->type == PLAYER)
3427 { 2923 {
3428 op->contr->tmp_invis = 0; 2924 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 2925 op->contr->invis_race = 0;
3430 } 2926 }
2927
3431 update_object (op, UP_OBJ_FACE); 2928 update_object (op, UP_OBJ_CHANGE);
3432} 2929}
3433 2930
3434int 2931int
3435is_true_undead (object *op) 2932is_true_undead (object *op)
3436{ 2933{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 2935 return 1;
3441 2936
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 2937 return 0;
3448} 2938}
3449 2939
3450/* look at the surrounding terrain to determine 2940/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 2941 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 2942 * indicate greater hideability.
3453 */ 2943 */
3454
3455int 2944int
3456hideability (object *ob) 2945hideability (object *ob)
3457{ 2946{
3458 int i, level = 0, mflag; 2947 int i, level = 0, mflag;
3459 sint16 x, y; 2948 sint16 x, y;
3460 2949
3461 if (!ob || !ob->map) 2950 if (!ob || !ob->map)
3462 return 0; 2951 return 0;
3463 2952
3464 /* so, on normal lighted maps, its hard to hide */ 2953 /* so, on normal lighted maps, its hard to hide */
3465 level = ob->map->darkness - 2; 2954 level = ob->map->darklevel () - 2;
3466 2955
3467 /* this also picks up whether the object is glowing. 2956 /* this also picks up whether the object is glowing.
3468 * If you carry a light on a non-dark map, its not 2957 * If you carry a light on a non-dark map, its not
3469 * as bad as carrying a light on a pitch dark map */ 2958 * as bad as carrying a light on a pitch dark map */
3470 if (has_carried_lights (ob)) 2959 if (has_carried_lights (ob))
3471 level = -(10 + (2 * ob->map->darkness)); 2960 level = -(10 + (2 * ob->map->darklevel ()));
3472 2961
3473 /* scan through all nearby squares for terrain to hide in */ 2962 /* scan through all nearby squares for terrain to hide in */
3474 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2963 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1;
2965 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 { 2966 {
3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2967 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3477 if (mflag & P_OUT_OF_MAP) 2968 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue; 2969 continue;
3480 } 2970
3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2971 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3482 level += 2; 2972 level += 2;
3483 else /* open terrain! */ 2973 else /* open terrain! */
3484 level -= 1; 2974 level -= 1;
3485 } 2975 }
3493/* For Hidden creatures - a chance of becoming 'unhidden' 2983/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 2984 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 2985 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 2986 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 2987 */
3498
3499void 2988void
3500do_hidden_move (object *op) 2989do_hidden_move (object *op)
3501{ 2990{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2991 int hide = 0;
3503 object *skop;
3504 2992
3505 if (!op || !op->map) 2993 if (!op || !op->map)
3506 return; 2994 return;
3507 2995
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2996 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2997 int num = random_roll (0, 19, op, PREFER_LOW);
3509 2998
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 2999 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3000 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3001 if (!skop || num >= skop->level)
3514 { 3002 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3003 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3004 make_visible (op);
3517 return; 3005 return;
3518 } 3006 }
3519 else 3007 else
3520 num += 20; 3008 num += 20;
3521 } 3009
3522 num += op->map->difficulty; 3010 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3011 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3012 num -= hide;
3013
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3014 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3015 {
3527 make_visible (op); 3016 make_visible (op);
3017
3528 if (op->type == PLAYER) 3018 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3019 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3020 }
3531 else if (op->type == PLAYER && skop) 3021 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3022 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3023}
3536 3024
3537/* determine if who is standing near a hostile creature. */ 3025/* determine if who is standing near a hostile creature. */
3538 3026
3539int 3027int
3566 if (mflags & P_OUT_OF_MAP) 3054 if (mflags & P_OUT_OF_MAP)
3567 continue; 3055 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3056 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3057 continue;
3570 3058
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3059 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3060 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3061 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3062 return 1;
3575 else if (tmp->type == PLAYER) 3063 else if (tmp->type == PLAYER)
3576 { 3064 {
3587 * object op. This function works fine for monsters, 3075 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 3076 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 3077 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 3078 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 3079 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 3080 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 3081 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 3082 * imply the way your head, or body is facing? It's possible
3595 * for them to differ. Sigh, this fctn could get a bit more complex. 3083 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 3084 * -b.t.
3597 * This function is now map tiling safe. 3085 * This function is now map tiling safe.
3598 */ 3086 */
3599
3600int 3087int
3601player_can_view (object *pl, object *op) 3088player_can_view (object *pl, object *op)
3602{ 3089{
3603 rv_vector rv; 3090 rv_vector rv;
3604 int dx, dy; 3091 int dx, dy;
3606 if (pl->type != PLAYER) 3093 if (pl->type != PLAYER)
3607 { 3094 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3095 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3096 return -1;
3610 } 3097 }
3098
3611 if (!pl || !op) 3099 if (!pl || !op)
3612 return 0; 3100 return 0;
3613 3101
3614 if (op->head)
3615 {
3616 op = op->head; 3102 op = op->head_ ();
3617 } 3103
3618 get_rangevector (pl, op, &rv, 0x1); 3104 get_rangevector (pl, op, &rv, 0x1);
3619 3105
3620 /* starting with the 'head' part, lets loop 3106 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3107 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3108 * part that is in the los array but isn't on
3623 * a blocked los square. 3109 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3110 * we use the archetype to figure out offsets.
3625 */ 3111 */
3626 while (op) 3112 while (op)
3627 { 3113 {
3628 dx = rv.distance_x + op->arch->clone.x; 3114 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3115 dy = rv.distance_y + op->arch->y;
3630 3116
3631 /* only the viewable area the player sees is updated by LOS 3117 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3632 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values.
3634 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3638 return 1; 3118 return 1;
3119
3639 op = op->more; 3120 op = op->more;
3640 } 3121 }
3122
3641 return 0; 3123 return 0;
3642} 3124}
3643 3125
3644/* routine for both players and monsters. We call this when 3126/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding 3127 * there is a possibility for our action distrubing our hiding
3646 * place or invisiblity spell. Artefact invisiblity is not 3128 * place or invisiblity spell. Artefact invisiblity causes
3647 * effected by this. If we arent invisible to begin with, we 3129 * "noise" instead. If we arent invisible to begin with, we
3648 * return 0. 3130 * return 0.
3649 */ 3131 */
3650int 3132int
3651action_makes_visible (object *op) 3133action_makes_visible (object *op)
3652{ 3134{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 { 3136 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3657 return 0; 3144 return 0;
3145 }
3658 3146
3659 if (op->contr && op->contr->tmp_invis == 0) 3147 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0; 3148 return 0;
3661 3149
3662 /* If monsters, they should become visible */ 3150 /* If monsters, they should become visible */
3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3664 { 3152 {
3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3666 return 1; 3154 return 1;
3667 } 3155 }
3668 } 3156 }
3157
3669 return 0; 3158 return 0;
3670} 3159}
3671 3160
3672/* op_on_battleground - checks if the given object op (usually 3161/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3162 * a player) is standing on a valid battleground-tile,
3678 * Default is to do the same as before, so only people wanting to have different points need worry about this 3167 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 3168 */
3680int 3169int
3681op_on_battleground (object *op, int *x, int *y) 3170op_on_battleground (object *op, int *x, int *y)
3682{ 3171{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3172 /* A battleground-tile needs the following attributes to be valid:
3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3173 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3174 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3175 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3176 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3177 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3178 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3179 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 { 3181 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3183 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3186 {
3698 /*before we assign the exit, check if this is a teambattle */ 3187 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3188 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 { 3189 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3190 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3704 { 3191 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3706 { 3193 {
3707 if (x != NULL && y != NULL) 3194 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196
3709 return 1; 3197 return 1;
3710 } 3198 }
3711 } 3199 }
3712 } 3200 }
3201
3713 if (x != NULL && y != NULL) 3202 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204
3715 return 1; 3205 return 1;
3716 } 3206 }
3717 } 3207 }
3718 } 3208 }
3209
3719 /* If we got here, did not find a battleground */ 3210 /* If we got here, did not find a battleground */
3720 return 0; 3211 return 0;
3721} 3212}
3722 3213
3723/* 3214/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3230 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3231 int i = 0, j = 0;
3741 3232
3742 /* get the appropriate treasurelist */ 3233 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3234 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3235 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3236 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3237 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3238 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3239 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3240 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3241 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3242
3752 if (trlist == NULL || who->type != PLAYER) 3243 if (trlist == NULL || who->type != PLAYER)
3753 return; 3244 return;
3754 3245
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3246 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3247
3757 if (tr == NULL || tr->item == NULL) 3248 if (!tr || !tr->item)
3758 { 3249 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3250 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3251 return;
3761 } 3252 }
3762 3253
3763 /* everything seems okay - now bring on the gift: */ 3254 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3255 item = tr->item;
3765 3256
3766 if (item->type == SPELL) 3257 if (item->type == SPELL)
3767 { 3258 {
3768 if (check_spell_known (who, item->name)) 3259 if (check_spell_known (who, item->name))
3769 return; 3260 return;
3828 { 3319 {
3829 /* forces in the treasurelist can alter the player's stats */ 3320 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3321 object *skin;
3831 3322
3832 /* first get the dragon skin force */ 3323 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3324 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3325 ;
3326
3834 if (skin == NULL) 3327 if (!skin)
3835 return; 3328 return;
3836 3329
3837 /* adding new spellpath attunements */ 3330 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3331 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3332 {
3871 else 3364 else
3872 { 3365 {
3873 /* generate misc. treasure */ 3366 /* generate misc. treasure */
3874 tmp = arch_to_object (tr->item); 3367 tmp = arch_to_object (tr->item);
3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3876 tmp = insert_ob_in_ob (tmp, who); 3369 who->insert (tmp);
3877 if (who->type == PLAYER)
3878 esrv_send_item (who, tmp);
3879 } 3370 }
3880} 3371}
3881 3372
3882/** 3373/**
3883 * Unready an object for a player. This function does nothing if the object was 3374 * Unready an object for a player. This function does nothing if the object was
3884 * not readied. 3375 * not readied.
3885 */ 3376 */
3886void 3377void
3887player_unready_range_ob (player *pl, object *ob) 3378player_unready_range_ob (player *pl, object *ob)
3888{ 3379{
3889 rangetype i; 3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3890 3382
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3383 if (pl->combat_ob == ob)
3892 { 3384 pl->combat_ob = 0;
3385
3893 if (pl->ranges[i] == ob) 3386 if (pl->ranged_ob == ob)
3894 { 3387 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3388}
3389
3390sint8
3391player::darkness_at (maptile *map, int x, int y) const
3392{
3393 if (!ns)
3394 return LOS_BLOCKED;
3395
3396 int dx, dy;
3397 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3398 return LOS_BLOCKED;
3399
3400 x += dx - ns->current_x;
3401 y += dy - ns->current_y;
3402
3403 return blocked_los (x, y);
3404}
3405
3406void
3407player::infobox (const char *title, const char *msg, int color)
3408{
3409 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3410}
3411
3412void
3413player::statusmsg (const char *msg, int color)
3414{
3415 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3416}
3417
3418void
3419player::failmsg (const char *msg, int color)
3420{
3421 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color);
3423}
3424

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines