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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.241 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32#include <newclient.h>
33 34
34#ifdef COZY_SERVER 35#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 36#include <functional>
36#endif
37 37
38player * 38playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
171 }
172 strncat (news + size, buf, HUGE_BUF - size);
173 size += strlen (buf);
174 }
175 }
176
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
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}
289 39
290/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
291static void 41static void
292set_first_map (object *op) 42set_first_map (object *op)
293{ 43{
294 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
295 op->x = -1; 45 op->x = -1;
296 op->y = -1; 46 op->y = -1;
297 enter_exit (op, NULL);
298} 47}
299 48
300/* Tries to add player on the connection passwd in ns. 49void
301 * All we can really get in this is some settings like host and display 50player::activate ()
302 * mode.
303 */
304
305int
306add_player (client_socket *ns)
307{ 51{
308 player *p = new player; 52 if (active)
53 return;
309 54
310 p->socket = ns; 55 players.insert (this);
311 ns->pl = p; 56 ob->remove ();
312 57 ob->map = 0;
313 p->next = first_player; 58 ob->activate_recursive ();
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob); 60 add_friendly_object (ob);
322 send_rules (p->ob); 61}
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326 62
63void
64player::deactivate ()
65{
66 if (!active)
327 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
118 {
119 object *tmp, *abil = 0, *skin = 0;
120
121 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE)
123 if (tmp->arch->archname == shstr_dragon_ability_force)
124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
233
234player::player ()
235{
236 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point.
238 */
239 outputs_sync = 4;
240 outputs_count = 4;
241 unapply = unapply_nochoice;
242
243 savebed_map = first_map_path; /* Init. respawn position */
244
245 gen_sp_armour = 10;
246 bowtype = bow_normal;
247 petmode = pet_normal;
248 usekeys = containers;
249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy ();
267 }
268
269 ob = observe = viewpoint = 0;
270}
271
272player::~player ()
273{
274 /* Clear item stack */
275 free (stack_items);
328} 276}
329 277
330/* 278/*
331 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
334 */ 282 */
335archetype * 283static archetype *
336get_player_archetype (archetype *at) 284get_player_archetype (archetype *at)
337{ 285{
338 archetype *start = at; 286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
339 293
340 for (;;) 294 for (;;)
341 { 295 {
342 if (at == NULL || at->next == NULL) 296 if (++i == archetypes.end ())
343 at = first_archetype; 297 i = archetypes.begin ();
344 else 298 else if (*i == at)
345 at = at->next; 299 cleanup ("not a single player archetype found");
300
346 if (at->clone.type == PLAYER) 301 if ((*i)->type == PLAYER)
347 return at; 302 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 303 }
354} 304}
355 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
356 325
357object * 326object *
358get_nearest_player (object *mon) 327get_nearest_player (object *mon)
359{ 328{
360 object *op = NULL; 329 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 330 objectlink *ol;
363 unsigned lastdist; 331 unsigned lastdist;
364 rv_vector rv; 332 rv_vector rv;
365 333
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 337 continue;
396 338
397 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
398 { 340 {
399 op = ol->ob; 341 op = ol->ob;
400 lastdist = rv.distance; 342 lastdist = rv.distance;
401 } 343 }
402 } 344 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 345
404 { 346 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 347 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 348 if (lastdist > rv.distance)
409 { 349 {
410 op = pl->ob; 350 op = pl->ob;
411 lastdist = rv.distance; 351 lastdist = rv.distance;
412 } 352 }
413 } 353
414 }
415#if 0 354#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 356#endif
418 return op; 357 return op;
419} 358}
437 * circling behaviour. Unfortunately, this function is also used to determined 376 * 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 377 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 378 * is probably not a good thing.
440 */ 379 */
441#define MAX_SPACES 50 380#define MAX_SPACES 50
442
443 381
444/* 382/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * 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 384 * 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 385 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 416 x = mon->x;
479 y = mon->y; 417 y = mon->y;
480 m = mon->map; 418 m = mon->map;
481 dir = rv.direction; 419 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 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); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
484 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 424 if (diff > max)
486 return 0; 425 return 0;
426
487 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
488 { 428 {
489 lastx = x; 429 lastx = x;
490 lasty = y; 430 lasty = y;
491 lastmap = m; 431 lastmap = m;
573 max--; 513 max--;
574 lastdir = dir; 514 lastdir = dir;
575 if (!firstdir) 515 if (!firstdir)
576 firstdir = dir; 516 firstdir = dir;
577 } 517 }
518
578 if (diff <= 1) 519 if (diff <= 1)
579 { 520 {
580 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 522 * headed toward player for entire distance.
582 */ 523 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 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); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 526 }
527
586 if (diff > max) 528 if (diff > max)
587 return 0; 529 return 0;
588 } 530 }
531
589 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
590 if (!max) 533 if (!max)
591 return 0; 534 return 0;
592 535
593 return firstdir; 536 return firstdir;
594} 537}
595 538
596void 539void
597give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
598{ 541{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 542 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 544
604 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
605 { 546 {
606 next = op->below; 547 next = op->below;
607 548
608 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
614 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 556 * by this player due to race restrictions
616 */ 557 */
617 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
618 { 559 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
620 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624 { 567 {
625 op->destroy (); 568 op->destroy ();
626 continue; 569 continue;
627 } 570 }
628 } 571 }
629 572
630 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
631 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
632 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */ 576 */
636 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
637 { 578 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 { 581 {
646 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
648 continue; 585 break;
649 } 586 }
650 587
651 if (op->nrof > 1) 588 if (op->nrof > 1)
652 op->nrof = 1; 589 op->nrof = 1;
653 } 590 }
654 591
655 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 594
660 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
662 * merged properly. 597 * merged properly.
663 */ 598 */
664 if (need_identify (op)) 599 if (need_identify (op))
665 { 600 {
666 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 604 }
605
670 if (op->type == SPELL) 606 if (op->type == SPELL)
671 { 607 {
672 op->destroy (); 608 op->destroy ();
673 continue; 609 continue;
674 } 610 }
676 { 612 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 614 op->stats.exp = 0;
679 op->level = 1; 615 op->level = 1;
680 } 616 }
681 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
685 620
686 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
687 link_player_skills (pl); 622 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} 623}
772 624
773void 625void
774get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
775{ 627{
776 if (party == NULL) 628 if (party == NULL)
777 { 629 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 631 return;
780 } 632 }
633
781 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 638}
786
787 639
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 641static int
790roll_stat (void) 642roll_stat (void)
791{ 643{
792 int a[4], i, j, k; 644 int a[4], i, j, k;
793 645
794 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
796 648
797 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 650 if (a[i] < k)
799 k = a[i], j = i; 651 k = a[i], j = i;
800 652
801 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 654 if (i != j)
804 k += a[i]; 655 k += a[i];
805 } 656
806 return k; 657 return k;
807} 658}
808 659
809void 660void
810roll_stats (object *op) 661object::roll_stats ()
811{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
812 int sum = 0; 667 int sum = 0;
813 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
815 670
816 do 671 if (sum >= 82 && sum <= 116)
672 break;
817 { 673 }
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);
828 674
829 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 676 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;
837 677
838 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
839 do 679 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);
854 680
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; 681 stats.exp = 0;
874 op->stats.ac = 0; 682 stats.ac = 0;
875 683
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; 684 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
884 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
885} 696}
886 697
887void 698void
888Roll_Again (object *op) 699object::swap_stats (int a, int b)
889{ 700{
890 esrv_new_player (op->contr, 0); 701 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}
894 702
895void 703 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
714 stats.hp = stats.maxhp;
715 stats.sp = stats.maxsp;
716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
724 contr->orig_stats = stats;
725 }
726}
727
728static void
729start_info (object *op)
897{ 730{
898 signed char tmp;
899 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
900 732
901 if (op->contr->Swap_First == -1) 733 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); 734 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} 735}
1016 736
1017/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1021 * not the class. 741 * not the class.
1022 */ 742 */
1023 743void
1024int 744player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 745{
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 */ 746 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1041 748
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 750 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
1045 752
1046 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1048 755
1049 op->contr->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1050 757
1051 if (op->msg) 758 if (ob->msg)
1052 op->msg = NULL; 759 ob->msg = 0;
1053 760
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); 761 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op);
1067 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1068 fix_player (op); 765 ob->update_stats ();
1069 766
1070 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1071 * is one for this race 768 * is one for this race
1072 */ 769 */
1073 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1074 { 771 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 772 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 774}
1092 return 0;
1093 }
1094 775
776void
777player::chargen_race_next ()
778{
1095 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1097 */ 781 */
1098 782
1099 tmp_loop = 0; 783 do
1100 while (!tmp_loop)
1101 { 784 {
1102 shstr name = op->name; 785 shstr name = ob->name;
1103 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1104 787
1105 remove_statbonus (op); 788 ob->remove_statbonus ();
1106 op->remove (); 789 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
1109 op->instantiate (); 792 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1112 op->x = x; 795 ob->x = x;
1113 op->y = y; 796 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 800 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 801 }
802 while (!allowed_class (ob));
1120 803
1121 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 806 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 809 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} 810}
1134 811
1135int 812static void
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}
1183
1184void
1185flee_player (object *op) 813flee_player (object *op)
1186{ 814{
1187 int dir, diff; 815 int dir, diff;
1188 rv_vector rv; 816 rv_vector rv;
1189 817
1192 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1193 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1194 return; 822 return;
1195 } 823 }
1196 824
1197 if (op->enemy == NULL) 825 if (!op->enemy)
1198 { 826 {
1199 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 829 return;
1202 } 830 }
1203 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 { 833 {
1217 op->enemy = NULL; 834 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 836 return;
1220 } 837 }
838
1221 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1222 840
1223 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1225 { 843 {
1226 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1227 845
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 847 return;
1231 }
1232 } 848 }
849
1233 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 852 op->enemy = NULL;
1236} 853}
1237 854
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* 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 856 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 857 * stop.
1242 */ 858 */
1243int 859int
1244check_pick (object *op) 860check_pick (object *op)
1245{ 861{
1246 object *tmp, *next; 862 object *tmp, *next;
1247 int stop = 0; 863 int stop = 0;
1248 int j, k, wvratio; 864 int wvratio;
1249 char putstring[128], tmpstr[16];
1250 865
1251 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1253 return 1; 868 return 1;
1254 869
1255 next = op->below; 870 next = op->below;
1256 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1257 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1258 * destroyed */ 876 * destroyed */
1259 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1260 { 878 {
1261 tmp = next; 879 tmp = next;
1262 next = tmp->below; 880 next = tmp->below;
1263 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1264 if (op->destroyed ()) 888 if (op->destroyed ())
1265 return 0; 889 return 0;
1266 890
1267 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1268 continue; 892 continue;
1269 893
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 895 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1274 continue; 899 continue;
1275 } 900 }
1276 901
1277 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1278 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1279 { 964 {
1280 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1281 { 1024 {
1282 case 0: 1025 CHK_PICK_PICKUP;
1283 return 1; /* don't pick up */ 1026 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 } 1027 }
1315 } 1028 }
1316 else 1029
1317 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1318 /* NEW pickup handling */
1319 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1320 { 1033 {
1321 /* some debugging code to figure out item information */ 1034 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; 1035 continue;
1036 }
1395 1037
1396 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1398 continue; 1043 continue;
1044 }
1399 1045
1400 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1401 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1402 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1403 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1404 { 1117 {
1405 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1406 continue; 1119 continue;
1407 } 1120 }
1121 }
1408 1122
1123 /* misc stuff that's useful */
1409 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1411 { 1126 {
1412 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1413 continue; 1128 continue;
1414 } 1129 }
1415 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1416 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1417 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1418 { 1138 */
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) 1139 wvratio = op->contr->mode & PU_RATIO;
1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 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 { 1141 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1464 { 1145 {
1465 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1466 continue;
1467 } 1147 }
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 1148 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605#endif 1152#endif
1153 CHK_PICK_PICKUP;
1606 continue; 1154 continue;
1607 }
1608 } 1155 }
1609 } /* the new pickup model */ 1156 } /* the new pickup model */
1610 } 1157 }
1611 1158
1612 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1613} 1195}
1614 1196
1615/* 1197/*
1616 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1617 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1618 * found object is returned. 1200 * found object is returned.
1619 */ 1201 */
1620object * 1202static object *
1621find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1622{ 1204{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1205 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) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1629 return op; 1214 return arrow;
1215 }
1216
1630 return tmp; 1217 return 0;
1631} 1218}
1632 1219
1633/* 1220/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1225 */
1639 1226static object *
1640object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1642{ 1228{
1643 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1645 1231
1646 if (!type) 1232 if (!type)
1650 { 1236 {
1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652 { 1238 {
1653 i = 0; 1239 i = 0;
1654 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1655 if (i > betterby) 1242 if (i > betterby)
1656 { 1243 {
1657 tmp = ntmp; 1244 tmp = ntmp;
1658 betterby = i; 1245 betterby = i;
1659 } 1246 }
1660 } 1247 }
1661 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1662 { 1249 {
1663 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1665 { 1252 {
1666 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1667 { 1254 {
1668 *better = 100; 1255 *better = 100;
1669 return arrow; 1256 return arrow;
1677 else 1264 else
1678 { 1265 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1267 {
1681 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1271 {
1685 tmp = arrow; 1272 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1274 }
1688 } 1275 }
1276
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1278 {
1691 tmp = arrow; 1279 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 } 1281 }
1282
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 { 1284 {
1696 tmp = arrow; 1285 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 } 1287 }
1699 } 1288 }
1700 } 1289 }
1701 } 1290 }
1291
1702 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1703 return find_arrow (op, type); 1293 return find_arrow (op, type);
1704 1294
1705 *better = betterby; 1295 *better = betterby;
1706 return tmp; 1296 return tmp;
1710 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1301 * op = the shooter
1712 * type = bow->race 1302 * type = bow->race
1713 * dir = fire direction 1303 * dir = fire direction
1714 */ 1304 */
1715 1305static object *
1716object *
1717pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1718{ 1307{
1719 object *tmp = NULL; 1308 object *tmp = NULL;
1720 maptile *m; 1309 maptile *m;
1721 int i, mflags, found, number; 1310 int i, mflags, found, number;
1722 sint16 x, y; 1311 sint16 x, y;
1737 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1738 { 1327 {
1739 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1740 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1741 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 { 1333 {
1744 tmp = NULL; 1334 tmp = 0;
1745 break; 1335 break;
1746 } 1336 }
1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 { 1338 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1751 */ 1341 */
1752 tmp = NULL; 1342 tmp = 0;
1753 break; 1343 break;
1754 } 1344 }
1345
1755 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1756 {
1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1764 break; 1349 break;
1765 }
1766 } 1350 }
1767 if (tmp == NULL) 1351
1352 if (!tmp)
1768 return find_arrow (op, type); 1353 return find_arrow (op, type);
1769 1354
1770 if (tmp->head) 1355 if (tmp->head)
1771 tmp = tmp->head; 1356 tmp = tmp->head;
1772 1357
1785 */ 1370 */
1786int 1371int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1373{
1789 object *left, *bow; 1374 object *left, *bow;
1790 int bowspeed, mflags; 1375 int mflags;
1791 maptile *m; 1376 maptile *m;
1792 1377
1793 if (!dir) 1378 if (!dir)
1794 { 1379 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1381 return 0;
1797 } 1382 }
1798 if (op->type == PLAYER) 1383
1799 bow = op->contr->ranges[range_bow]; 1384 if (op->contr)
1385 bow = op->current_weapon;
1800 else 1386 else
1801 { 1387 {
1802 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* 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. 1390 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1395 if (!bow)
1810 { 1396 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1398 return 0;
1813 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1814 } 1403 }
1404
1815 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1816 { 1406 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1408 return 0;
1819 } 1409 }
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 1410
1829 if (arrow == NULL) 1411 if (arrow == NULL)
1830 { 1412 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1414 {
1833 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1416 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 */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1418 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1838 return 0; 1421 return 0;
1839 } 1422 }
1840 } 1423 }
1424
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1426 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1427 return 0;
1845 } 1428
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1430 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1432 return 0;
1850 } 1433 }
1851 1434
1852 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1853 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1854 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1855 arrow->destroy (); 1439 arrow->destroy ();
1856 return 0; 1440 return 0;
1857 } 1441 }
1858 1442
1859 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1861 if (arrow == NULL) 1445 if (!arrow)
1862 { 1446 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1448 return 0;
1865 } 1449 }
1450
1866 arrow->set_owner (op); 1451 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1453 arrow->direction = dir;
1870 arrow->x = sx; 1454
1871 arrow->y = sy; 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1456 arrow->stats.hp = arrow->stats.dam;
1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1459
1460#if 0
1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1485
1873 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1874 { 1487 {
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; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1489 wc -= dex_bonus[op->stats.Dex];
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1908 } 1495 }
1909 else 1496 else
1910 { 1497 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1498 arrow->level = op->level;
1913 } 1499 arrow->stats.wc -= bow->magic;
1914 1500
1915 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1916 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1917 1506
1918 if (bow->slaying != NULL) 1507 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1509
1921 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1513
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1927 1516
1928 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1518 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 1519
1939 return 1; 1520 return 1;
1940} 1521}
1941 1522
1942/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1944 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1945 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1946 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1947 * hence the function name. 1528 * hence the function name.
1948 */ 1529 */
1949int 1530static int
1950player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1951{ 1532{
1952 int ret = 0, wcmod = 0; 1533 int ret;
1953 1534
1954 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1955 { 1536 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1538 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1540 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 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); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1543 }
1964 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1965 { 1545 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 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)]); 1547 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)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 } 1549 }
1970 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1551 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 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); 1553 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); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1555 }
1977 else 1556 else
1978 { 1557 {
1979 /* Simple case */ 1558 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1560 }
1561
1982 return ret; 1562 return ret;
1983} 1563}
1984
1985 1564
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1988 */ 1567 */
1989void 1568static void
1990fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1991{ 1570{
1992 object *item; 1571 object *item = op->contr->ranged_ob;
1993 1572
1994 if (!op->contr->ranges[range_misc]) 1573 if (!item)
1995 { 1574 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1576 return;
1998 } 1577 }
1999 1578
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1579 if (!item->inv)
2002 { 1580 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1582 return;
2005 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2006 if (item->type == WAND) 1588 if (item->type == WAND)
2007 { 1589 {
2008 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2009 { 1591 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
2012 return; 1595 return;
2013 } 1596 }
2014 } 1597 }
2015 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2016 { 1599 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2018 { 1605 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2020 if (item->type == ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1610 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
2024 return; 1613 return;
2025 } 1614 }
2026 } 1615 }
2027 1616
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2029 { 1618 {
2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
2031 if (item->type == WAND) 1621 if (item->type == WAND)
2032 { 1622 {
2033 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2034 { 1624 {
2035 object *tmp; 1625 object *tmp;
2036 1626
2037 if (item->arch) 1627 if (item->arch)
2038 { 1628 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2041 item->speed = 0; 1631 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1632 }
2044 if ((tmp = is_player_inv (item))) 1633
1634 if (object *pl = item->visible_to ())
2045 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2046 } 1636 }
2047 } 1637 }
2048 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1639 drain_rod_charge (item);
2051 }
2052 } 1640 }
2053} 1641}
2054 1642
2055/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2056 */ 1644 */
2057void 1645bool
2058fire (object *op, int dir) 1646fire (object *op, int dir)
2059{ 1647{
2060 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
2061 1670
2062 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2064 make_visible (op); 1673 make_visible (op);
2065 1674
2066 switch (op->contr->shoottype) 1675 switch (ob->type)
2067 { 1676 {
2068 case range_none: 1677 case BOW:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2073 return; 1679 break;
2074 1680
2075 case range_magic: /* Casting spells */ 1681 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2077 return; 1683 break;
2078 1684
2079 case range_misc: 1685 case BUILDER:
1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
2080 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2081 return; 1695 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 } 1696 }
2109}
2110 1697
1698 return true;
1699}
2111 1700
2112 1701static object *
2113/* find_key
2114 * 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
2116 * This function merges both normal and locked door, since the logic
2117 * for both is the same - just the specific key is different.
2118 * pl is the player,
2119 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers.
2122 */
2123
2124object *
2125find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2126{ 1703{
2127 object *tmp, *key; 1704 object *tmp, *key;
2128 1705
2129 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1707 if (!container->inv)
2131 return NULL; 1708 return 0;
2132 1709
2133 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1712 {
2136 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1714 break;
1715
2138 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2140 */ 1718 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1720 break;
2143 } 1721 }
1722
2144 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1724 /* 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 1725 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1726 * a key, return
2148 */ 1727 */
2149 if (!tmp) 1728 if (!tmp)
2150 { 1729 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 {
2153 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2157 return key; 1734 return key;
2158 } 1735
2159 }
2160 if (!tmp) 1736 if (!tmp)
2161 return NULL; 1737 return 0;
2162 } 1738 }
1739
2163 /* We get down here if we have found a key. Now if its in a container, 1740 /* 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 1741 * see if we actually want to use it
2165 */ 1742 */
2166 if (pl != container) 1743 if (pl != container)
2167 { 1744 {
2168 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2169 if (!pl->contr) 1746 if (!pl->contr)
2170 return NULL; 1747 return 0;
1748
2171 /* cases where this fails: 1749 /* cases where this fails:
2172 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2173 * are not in the players inventory. 1751 * are not in the players inventory.
2174 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2175 * containers can be used. 1753 * containers can be used.
2179 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2180 * 1758 *
2181 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2182 * all the others. 1760 * all the others.
2183 */ 1761 */
2184 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2185 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2187 { 1765 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 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)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1768 return NULL;
2191 } 1769 }
2192 } 1770 }
1771
2193 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
2194} 1798}
2195 1799
2196/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2198 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2199 * 0 otherwise 1803 * 0 otherwise
2200 */ 1804 */
2201static int 1805static int
2202player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2203{ 1807{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* 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 - 1809 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2208 */ 1811 */
2209 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2210 1813
2211 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2212 if (key) 1815 if (key)
2213 { 1816 {
2214 object *container = key->env; 1817 object *container = key->env;
2215 1818
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2218 make_visible (op); 1820 make_visible (op);
1821
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2221 if (door->type == DOOR) 1825 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2226 { 1828 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1831 }
1832
2230 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1835
2233 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container);
2235 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2236 } 1837 }
2237 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2238 { 1839 {
2239 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2241 return 1; 1842 return 1;
2242 } 1843 }
1844
2243 return 0; 1845 return 0;
2244} 1846}
2245 1847
2246/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2251 */ 1853 */
2252 1854bool
2253void
2254move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2255{ 1856{
2256 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2257 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2258 int on_battleground; 1863 int on_battleground;
2259 maptile *m;
2260 1864
2261 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2263 1867
2264 on_battleground = op_on_battleground (op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2265 1872
2266 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * 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 1877 * 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 1878 * 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 1879 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 1880 * move_ob uses.
2274 */ 1881 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2276 { 1897 }
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2278 { 1910 }
2279 m = get_map_from_coord (op->map, &nx, &ny); 1911
2280 if (!m) 1912 /* The following deals with possibly attacking peaceful
2281 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2282 } 1945 }
2283 else 1946 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; 1947 return false;
2290 } 1948 }
2291 1949
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 1950 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2363 * attack them either. 1953 * attack them either.
2364 */ 1954 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 1957 && ((op->contr->peaceful
2368 (op->contr->peaceful 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 1959 && !on_battleground))
2370 && mon->contr-> 1960 {
2371 peaceful)) && 1961 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 1962 {
1963 --op->speed_left;
1964
2377 if (!op->contr->braced) 1965 if (!op->contr->braced)
2378 { 1966 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2381 } 1969 }
2382 else 1970 else
2383 { 1971 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 1972
2385 }
2386 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2387 make_visible (op); 1974 make_visible (op);
2388 }
2389 1975
1976 return true;
1977 }
1978 }
2390 /* If the object is a boulder or other rollable object, then 1979 /* 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. 1980 * roll it if not braced. You can't roll it if you are braced.
2392 */ 1981 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2394 { 1985 {
1986 --op->speed_left;
1987
2395 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2397 make_visible (op); 1990 make_visible (op);
2398 }
2399 1991
1992 return true;
1993 }
1994 }
2400 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 1996 * 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: 1997 * 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 1998 * 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. 1999 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2000 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 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))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2003 {
2410 2004 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 { 2005 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2419 2007
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); 2008 skill_attack (mon, op, 0, 0, 0);
2424 2009
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)) 2010 if (action_makes_visible (op))
2439 make_visible (op); 2011 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2012
2444int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2445move_player (object *op, int dir) 2021move_player (object *op, int dir)
2446{ 2022{
2447 int pick; 2023 int pick;
2448 2024
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2450 return 0; 2026 return 0;
2451 2027
2452 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2029 if ((dir < 0) || (dir >= 9))
2454 { 2030 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2032 return 0;
2457 } 2033 }
2458 2034
2459 /* peterm: added following line */ 2035 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2038
2463 op->facing = dir; 2039 op->facing = dir;
2464 2040
2465 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2466 do_hidden_move (op); 2042 do_hidden_move (op);
2467 2043
2044 bool retval;
2045
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2047 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2048 else if (op->contr->fire_on)
2471 fire (op, dir); 2049 retval = fire (op, dir);
2472 else 2050 else
2473 { 2051 {
2474 move_player_attack (op, dir); 2052 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2053 pick = check_pick (op);
2476 } 2054 }
2477 2055
2478 /* Add special check for newcs players and fire on - this way, the 2056 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2057 * server can handle repeat firing.
2480 */ 2058 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2059 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2060 op->direction = dir;
2484 }
2485 else 2061 else
2486 {
2487 op->direction = 0; 2062 op->direction = 0;
2488 } 2063
2489 /* Update how the player looks. Use the facing, so direction may 2064 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2065 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2066 * for players.
2492 */ 2067 */
2493 animate_object (op, op->facing); 2068 animate_object (op, op->facing);
2494 return 0; 2069
2070 return retval;
2495} 2071}
2496 2072
2497/* This is similar to handle_player, below, but is only used by the 2073/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2074 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2075 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2076 * the new speed values for commands.
2501 * 2077 *
2502 * Returns true if there are more actions we can do. 2078 * Returns true if there are more actions we can do. Should not do
2079 * many actions in a row, as that would be too unfair to other
2080 * players.
2503 */ 2081 */
2504int 2082bool
2505handle_newcs_player (object *op) 2083handle_newcs_player (object *op)
2506{ 2084{
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)) 2085 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2086 {
2529 flee_player (op); 2087 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 { 2088 {
2533 op->speed_left--; 2089 --op->speed_left;
2090 flee_player (op);
2091
2534 return 0; 2092 return true;
2535 } 2093 }
2094 else
2095 return false;
2536 } 2096 }
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 2097
2546 /* call this here - we also will call this in do_ericserver, but 2098 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2099 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2100 * called, so we recheck it here.
2549 */ 2101 */
2550 HandleClient (op->contr->socket, op->contr); 2102 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2103 return true;
2553 2104
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2105 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); 2106 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2107
2570 return 0; 2108 return false;
2571} 2109}
2572 2110
2573int 2111static int
2574save_life (object *op) 2112save_life (object *op)
2575{ 2113{
2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2577 return 0; 2115 return 0;
2578 2116
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2117 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2118 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 { 2119 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2120 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)); 2121 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 2122
2588 tmp->destroy (); 2123 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE); 2124 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590 2125
2591 if (op->stats.hp < 0) 2126 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp; 2127 op->stats.hp = op->stats.maxhp;
2593 2128
2594 if (op->stats.food < 0) 2129 if (op->stats.food < 0)
2595 op->stats.food = 999; 2130 op->stats.food = 999;
2596 2131
2597 fix_player (op); 2132 op->update_stats ();
2598 return 1; 2133 return 1;
2599 } 2134 }
2600 2135
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2136 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2137 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604 return 0; 2139 return 0;
2605} 2140}
2606 2141
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2142/* 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 2143 * 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 2144 * function will descend into containers. op is the object to start the search
2610 * from. 2145 * from.
2611 */ 2146 */
2147static void
2148drop_unpaid_items (object *op, object *env)
2149{
2150 while (op)
2151 {
2152 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2153
2154 if (QUERY_FLAG (op, FLAG_UNPAID))
2155 op->insert_at (env);
2156 else if (op->inv)
2157 drop_unpaid_items (op->inv, env);
2158
2159 op = next;
2160 }
2161}
2162
2612void 2163void
2613remove_unpaid_objects (object *op, object *env) 2164object::drop_unpaid_items ()
2614{ 2165{
2615 object *next; 2166 if (!flag [FLAG_REMOVED])
2616 2167 ::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} 2168}
2637
2638 2169
2639/* 2170/*
2640 * Returns pointer a static string containing gravestone text 2171 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2172 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2173 * actually uses this function. player.c may not be quite the
2643 * best, a misc file for object actions is probably better, 2174 * best, a misc file for object actions is probably better,
2644 * but there isn't one in the server directory. 2175 * but there isn't one in the server directory.
2645 */ 2176 */
2646char * 2177static const char *
2647gravestone_text (object *op) 2178gravestone_text (object *op)
2648{ 2179{
2649 static char buf2[MAX_BUF]; 2180 static dynbuf_text buf;
2650 char buf[MAX_BUF];
2651 time_t now = time (NULL);
2652 2181
2653 strcpy (buf2, " R.I.P.\n\n"); 2182 buf << "---- R.I.P. ----\n\n"
2183 << op->name;
2184
2654 if (op->type == PLAYER) 2185 if (op->type == PLAYER)
2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2186 buf << " the " << op->contr->title;
2656 else
2657 sprintf (buf, "%s\n", &op->name);
2658 2187
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2188 buf << "\n\n";
2660 strcat (buf2, buf); 2189
2190 buf << "who was level ";
2191 buf << (sint32)op->level << "\n\n" // OO breakdown
2192 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2193
2661 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2662 sprintf (buf, "who was in level %d when killed\n", op->level); 2195 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 2196
2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2667 strcat (buf2, buf);
2668 if (op->type == PLAYER)
2669 { 2197 {
2670 sprintf (buf, "by %s.\n\n", op->contr->killer); 2198 static char buf2[128];
2671 strncat (buf2, " ", 21 - strlen (buf) / 2); 2199 time_t now = time (NULL);
2672 strcat (buf2, buf);
2673 }
2674
2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2200 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2201 buf << buf2;
2677 strcat (buf2, buf); 2202 }
2678 2203
2679 return buf2; 2204 return buf;
2680} 2205}
2681
2682
2683 2206
2684void 2207void
2685do_some_living (object *op) 2208do_some_living (object *op)
2686{ 2209{
2687 int last_food = op->stats.food; 2210 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2216 int rate_grace = 2000;
2694 const int max_hp = 1; 2217 const int max_hp = 1;
2695 const int max_sp = 1; 2218 const int max_sp = 1;
2696 const int max_grace = 1; 2219 const int max_grace = 1;
2697 2220
2698 if (op->contr->outputs_sync) 2221 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 } 2222 {
2223 op->invisible = 1000;
2224 /* the socket code flashes the player visible/invisible
2225 * depending on the value of invisible, so we need to
2226 * alternate it here for it to work correctly.
2227 */
2228 if (pticks & 2)
2229 op->invisible--;
2230 }
2231 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2232 {
2233 if (!op->invisible--)
2234 {
2235 make_visible (op);
2236 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2237 }
2238 }
2704 2239
2705 if (op->contr->state == ST_PLAYING) 2240 if (op->contr->ns->state == ST_PLAYING)
2706 { 2241 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2242 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2243 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2244 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2245 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2246 else
2713 { 2247 {
2714 gen_hp = op->stats.maxhp; 2248 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2249 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2250 }
2251
2717 if (op->contr->gen_sp >= 0) 2252 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2253 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2254 else
2720 { 2255 {
2721 gen_sp = op->stats.maxsp; 2256 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2257 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2258 }
2259
2724 if (op->contr->gen_grace >= 0) 2260 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2261 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2262 else
2727 { 2263 {
2728 gen_grace = op->stats.maxgrace; 2264 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2265 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2266 }
2731 2267
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 */ 2268 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2269 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2270 if (--op->last_grace < 0)
2778 { 2271 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2272 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2273 op->stats.grace++; /* no penalty in food for regaining grace */
2274
2781 if (max_grace > 1) 2275 if (max_grace > 1)
2782 { 2276 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2277 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2278 if (over_grace > 0)
2785 { 2279 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2291 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2798 } 2292 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2293 /* wearing stuff doesn't detract from grace generation. */
2800 } 2294 }
2801 2295
2296 if (op->stats.food > 0)
2297 {
2802 /* Regenerate Hit Points */ 2298 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2299 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2300 {
2807 op->stats.hp++; 2301 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2302
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2303 if (op->stats.sp < op->stats.maxsp)
2810 { 2304 {
2305 op->stats.sp++;
2306
2307 /* dms do not consume food */
2308 if (!QUERY_FLAG (op, FLAG_WIZ))
2309 {
2811 op->stats.food--; 2310 op->stats.food--;
2311
2812 if (op->contr->digestion < 0) 2312 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2313 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2314 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2315 op->stats.food = last_food;
2316 }
2816 } 2317 }
2817 } 2318
2818 if (max_hp > 1) 2319 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2320 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2321 over_sp = (gen_sp + 10) / rate_sp;
2322 if (over_sp > 0)
2323 {
2324 if (op->stats.sp < op->stats.maxsp)
2325 {
2326 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2327
2328 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2329 op->stats.sp--;
2330
2331 if (op->stats.sp > op->stats.maxsp)
2332 op->stats.sp = op->stats.maxsp;
2333 }
2334
2824 op->last_heal = 0; 2335 op->last_sp = 0;
2336 }
2337 else
2338 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2339 }
2826 else 2340 else
2341 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2342 }
2343
2344 /* Regenerate Hit Points */
2345 if (--op->last_heal < 0)
2346 {
2347 if (op->stats.hp < op->stats.maxhp)
2827 { 2348 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2349 op->stats.hp++;
2350
2351 /* dms do not consume food */
2352 if (!QUERY_FLAG (op, FLAG_WIZ))
2353 {
2354 op->stats.food--;
2355
2356 if (op->contr->digestion < 0)
2357 op->stats.food += op->contr->digestion;
2358 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2359 op->stats.food = last_food;
2360 }
2829 } 2361 }
2362
2363 if (max_hp > 1)
2364 {
2365 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2366
2367 if (over_hp > 0)
2368 {
2369 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2370 op->last_heal = 0;
2371 }
2372 else
2373 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2830 } 2374 }
2831 else 2375 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2376 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2377 }
2835 } 2378 }
2836 2379
2837 /* Digestion */ 2380 /* Digestion */
2838 if (--op->last_eat < 0) 2381 if (--op->last_eat < 0)
2839 { 2382 {
2840#ifdef COZY_SERVER 2383 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2384 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 2385
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2386 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2387
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2388 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2389 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2390 op->stats.food--;
2854 } 2391 }
2855 }
2856 2392
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2393 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2394 {
2859 object *tmp, *flesh = NULL; 2395 object *flesh = 0;
2860 2396
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2397 for_inv_removable (op, tmp)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2398 {
2399 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2400 continue;
2401
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2403 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2868 manual_apply (op, tmp, 0); 2406 manual_apply (op, tmp, 0);
2407
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2408 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2409 break;
2871 } 2410 }
2872 else if (tmp->type == FLESH) 2411 else if (tmp->type == FLESH)
2873 flesh = tmp; 2412 flesh = tmp;
2874 } /* End if paid for object */ 2413 }
2875 } /* end of for loop */ 2414
2876 /* If player is still starving, it means they don't have any food, so 2415 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2416 * eat flesh instead.
2878 */ 2417 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2419 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2420 op->statusmsg ("You blindly grab for a bite of food. "
2421 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, flesh, 0); 2422 manual_apply (op, flesh, 0);
2423 }
2424
2425 // If player is still starving, alert him!
2426 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! "
2428 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2429 }
2430
2431 if (op->stats.food < 0)
2883 } 2432 {
2884 } /* end if player is starving */ 2433 op->stats.hp += op->stats.food;
2434 op->stats.food = 0;
2885 2435
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2436 if (op->stats.hp < 0)
2887 op->stats.food++, op->stats.hp--; 2437 {
2438 op->contr->killer = archetype::get ("killer_starvation");
2439 op->contr->killer->destroy ();
2440 }
2441 }
2888 2442
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2443 /* killer should be set here already */
2444 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2445 kill_player (op);
2446 }
2891} 2447}
2892
2893
2894 2448
2895/* If the player should die (lack of hp, food, etc), we call this. 2449/* 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 2450 * 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 2451 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2452 * file.
2899 */ 2453 */
2900void 2454void
2901kill_player (object *op) 2455kill_player (object *op)
2902{ 2456{
2903 char buf[MAX_BUF];
2904 int x, y; 2457 int x, y;
2905
2906 //int i;
2907 maptile *map; /* this is for resurrection */ 2458 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; 2459 int will_kill_again;
2915 archetype *at; 2460 archetype *at;
2916 object *tmp; 2461 object *tmp;
2917 2462
2918 if (save_life (op)) 2463 if (save_life (op))
2919 return; 2464 return;
2920 2465
2466 dynbuf_text deathtab;
2467
2468 /* restore player */
2469 at = archetype::find ("poisoning");
2470 if (object *tmp = present_arch_in_ob (at, op))
2471 {
2472 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r";
2474 }
2475
2476 at = archetype::find ("confusion");
2477 if (object *tmp = present_arch_in_ob (at, op))
2478 {
2479 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r";
2481 }
2482
2483 cure_disease (op, 0, 0); /* remove any disease */
2484
2485 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0)
2490 op->stats.food = 999;
2491
2492 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; )
2495 {
2496 object *next = item->below;
2497
2498 if (item->type == SPELL_EFFECT && item->active)
2499 item->destroy ();
2500
2501 item = next;
2502 }
2921 2503
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2504 /* 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. 2505 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2506 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2507 */
2926 if (op_on_battleground (op, &x, &y)) 2508 if (op_on_battleground (op, &x, &y))
2927 { 2509 {
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2510 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 2511
2953 /* create a bodypart-trophy to make the winner happy */ 2512 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2513 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2514 {
2957 sprintf (buf, "%s's finger", &op->name); 2515 tmp->name = format ("%s's finger" , &op->name);
2958 tmp->name = buf; 2516 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; 2517 tmp->msg = format (
2518 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2519 &op->name, op->contr->title,
2520 (int)op->level,
2521 op->contr->killer_name ()
2522 );
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2523 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2524 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2525 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2526 }
2968 2527
2969 /* teleport defeated player to new destination */ 2528 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2529 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2530 op->contr->braced = 0;
2531
2532 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972 return; 2533 return;
2973 } 2534 }
2974 2535
2536 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2537 deathtab << "T<YOU HAVE DIED>\n\n";
2538
2975 INVOKE_PLAYER (DEATH, op->contr); 2539 INVOKE_PLAYER (DEATH, op->contr);
2976 2540
2977 command_kill_pets (op, 0); 2541 command_kill_pets (op, 0);
2978 2542
2979 if (op->stats.food < 0) 2543 op->contr->play_sound (sound_find ("player_dies"));
2544
2545 /* save the map location for corpse, gravestone */
2546 x = op->x;
2547 y = op->y;
2548 map = op->map;
2549
2550 /* NOT_PERMADEATH code. This basically brings the character back to
2551 * life if they are dead - it takes some exp and a random stat.
2552 * See the config.h file for a little more in depth detail about this.
2553 */
2554
2555 /* Basically two ways to go - remove a stat permanently, or just
2556 * make it depletion. This bunch of code deals with that aspect
2557 * of death.
2558 */
2559#ifndef COZY_SERVER
2560 if (settings.balanced_stat_loss)
2980 { 2561 {
2981 if (op->contr->explore) 2562 /* If stat loss is permanent, lose one stat only. */
2982 { 2563 /* 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"); 2564 more if they do. */
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2565 /* Higher level characters can afford things such as potions of
2985 op->stats.food = 999; 2566 restoration, or better, stat potions. So we slug them that
2986 return; 2567 little bit harder. */
2987 } 2568 /* GD */
2988 sprintf (buf, "%s starved to death.", &op->name); 2569 if (settings.stat_loss_on_death)
2989 strcpy (op->contr->killer, "starvation"); 2570 num_stats_lose = 1;
2571 else
2572 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2990 } 2573 }
2991 else 2574 else
2992 { 2575 num_stats_lose = 1;
2993 if (op->contr->explore) 2576
2994 { 2577 lost_a_stat = 0;
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2578
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2579 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 } 2580 {
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2581 i = rndm (NUM_STATS);
3003 2582
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) 2583 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2584 {
3033 else 2585 /* Pick a random stat and take a point off it. Tell the player
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2586 * what he lost.
2587 */
2588 change_attr_value (&(op->stats), i, -1);
2589 check_stat_bounds (&(op->stats));
2590 change_attr_value (&(op->contr->orig_stats), i, -1);
2591 check_stat_bounds (&(op->contr->orig_stats));
2592 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2593 lost_a_stat = 1;
3035 } 2594 }
3036 else 2595 else
3037 { 2596 {
3038 num_stats_lose = 1; 2597 /* deplete a stat */
3039 } 2598 archetype *deparch = archetype::find ("depletion");
3040 lost_a_stat = 0; 2599 object *dep;
3041 2600
3042 for (z = 0; z < num_stats_lose; z++) 2601 dep = present_arch_in_ob (deparch, op);
3043 { 2602 if (!dep)
3044 i = RANDOM () % NUM_STATS;
3045
3046 if (settings.stat_loss_on_death)
3047 { 2603 {
3048 /* Pick a random stat and take a point off it. Tell the player 2604 dep = arch_to_object (deparch);
3049 * what he lost. 2605 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 } 2606 }
3058 else 2607 lose_this_stat = 1;
2608 if (settings.balanced_stat_loss)
3059 { 2609 {
3060 /* deplete a stat */ 2610 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2611 /* Get the stat that we're about to deplete. */
3062 object *dep; 2612 this_stat = get_attr_value (&(dep->stats), i);
3063 2613 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2614 {
3067 dep = arch_to_object (deparch); 2615 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2616 int keep_chance = this_stat * this_stat;
3069 } 2617
3070 lose_this_stat = 1; 2618 /* 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) 2619 if (keep_chance < 1)
2620 keep_chance = 1;
2621
2622 /* There is a maximum depletion total per level. */
2623 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2624 {
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; 2625 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2626 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2627 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 } 2628 }
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 */ 2629 else
3112 if (this_stat >= -50)
3113 { 2630 {
3114 change_attr_value (&(dep->stats), i, -1); 2631 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; 2632 lose_this_stat = 0;
2633 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2634 this_stat, keep_chance, loss_chance,
2635 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2636 }
3120 } 2637 }
3121 } 2638 }
2639
2640 if (lose_this_stat)
2641 {
2642 this_stat = get_attr_value (&dep->stats, i);
2643 /* We could try to do something clever like find another
2644 * stat to reduce if this fails. But chances are, if
2645 * stats have been depleted to -50, all are pretty low
2646 * and should be roughly the same, so it shouldn't make a
2647 * difference.
2648 */
2649 if (this_stat >= -50)
2650 {
2651 change_attr_value (&(dep->stats), i, -1);
2652 SET_FLAG (dep, FLAG_APPLIED);
2653 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2654 op->update_stats ();
2655 lost_a_stat = 1;
2656 }
3122 } 2657 }
2658 }
2659 }
2660
3123 /* If no stat lost, tell the player. */ 2661 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2662 if (!lost_a_stat)
3125 { 2663 {
3126 /* determine_god() seems to not work sometimes... why is this? 2664 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2665 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2666 shstr_tmp god = determine_god (op);
3129 2667
3130 if (god && (strcmp (god, "none"))) 2668 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); 2669 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3132 else 2670 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2671 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3134 } 2672 }
3135#else 2673#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2674 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3137#endif 2675#endif
3138 2676
3139 /* Put a gravestone up where the character 'almost' died. List the 2677 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2678 * exp loss on the stone.
3141 */ 2679 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2680 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2681 tmp->name = format ("%s's gravestone", &op->name);
3144 tmp->name = buf; 2682 tmp->name_pl = format ("%s's gravestones", &op->name);
3145 sprintf (buf, "%s's gravestones", &op->name); 2683 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3146 tmp->name_pl = buf; 2684 &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; 2685 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2686 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2687
3152 /**************************************/ 2688 /**************************************/
3153 /* */ 2689 /* */
3154 /* Subtract the experience points, */ 2690 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */ 2691 /* */
3158 /**************************************/ 2692 /**************************************/
3159 2693
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)); */ 2694 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2695 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 2696
3189 /* 2697 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2698 * 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 2699 * and put them back in the map.
3192 * in the map. 2700 */
3193 */ 2701 op->drop_unpaid_items ();
3194 2702
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2703 /****************************************/
3199 /* */ 2704 /* */
3200 /* Move player to his current respawn- */ 2705 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2706 /* position (usually last savebed) */
3202 /* */ 2707 /* */
3203 /****************************************/ 2708 /****************************************/
3204 2709
3205 enter_player_savebed (op); 2710 enter_player_savebed (op);
3206 2711
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2712 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2713
3213 /* it is possible that the player has blown something up 2714 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2715 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2716 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2717 * on the space that might harm the player.
3217 */ 2718 */
3218 will_kill_again = 0; 2719 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2720 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2721 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2722 will_kill_again |= tmp->attacktype;
3222 2723
3223 if (will_kill_again) 2724 if (will_kill_again)
3224 { 2725 {
3225 object *force; 2726 object *force;
3226 int at; 2727 int at;
3227 2728
3228 force = get_archetype (FORCE_NAME); 2729 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2730 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2731 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2732 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2733 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2734 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2735 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2736 force->resist[at] = 100;
3236 2737
3237 insert_ob_in_ob (force, op); 2738 insert_ob_in_ob (force, op);
3238 fix_player (op); 2739 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 { 2740 }
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 2741
3251 op->contr->party = NULL; 2742 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} 2743}
3311 2744
3312 2745static void
3313void
3314loot_object (object *op) 2746loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2747{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2748 object *tmp, *tmp2, *next;
3317 2749
3318 if (op->container) 2750 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2751
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2752 for (tmp = op->inv; tmp; tmp = next)
3324 { 2753 {
3325 next = tmp->below; 2754 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2755
2756 if (tmp->invisible)
3327 continue; 2757 continue;
2758
3328 tmp->remove (); 2759 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2760 tmp->x = op->x, tmp->y = op->y;
2761
3330 if (tmp->type == CONTAINER) 2762 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2763 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2764
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2765 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2766 {
3336 if (tmp->nrof > 1) 2767 if (tmp->nrof > 1)
3337 { 2768 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2769 tmp->decrease (rndm (1, tmp->nrof - 1));
3339 tmp2->destroy ();
3340 insert_ob_in_map (tmp, op->map, NULL, 0); 2770 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 } 2771 }
3342 else 2772 else
3343 tmp->destroy (); 2773 tmp->destroy ();
3344 } 2774 }
3350/* 2780/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2781 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2782 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2783 * was changed.
3354 */ 2784 */
3355
3356void 2785void
3357fix_weight (void) 2786fix_weight (void)
3358{ 2787{
3359 player *pl; 2788 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2789 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2790 sint32 old = pl->ob->carrying;
3364 2791
3365 if (old == sum) 2792 pl->ob->update_weight ();
3366 continue; 2793
3367 fix_player (pl->ob); 2794 if (old != pl->ob->carrying)
2795 {
2796 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2797 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2798 }
3369 } 2799 }
3370} 2800}
3371 2801
3372void 2802void
3373fix_luck (void) 2803fix_luck (void)
3374{ 2804{
3375 player *pl; 2805 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2806 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2807 pl->ob->change_luck (0);
3380} 2808}
3381
3382 2809
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2810/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2811 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2812 * just treat this as any other spell casting object.
3386 */ 2813 */
3387
3388void 2814void
3389cast_dust (object *op, object *throw_ob, int dir) 2815cast_dust (object *op, object *throw_ob, int dir)
3390{ 2816{
3391 object *skop, *spob; 2817 object *skop, *spob;
3392 2818
3419} 2845}
3420 2846
3421void 2847void
3422make_visible (object *op) 2848make_visible (object *op)
3423{ 2849{
3424 op->hide = 0; 2850 op->flag [FLAG_HIDDEN] = 0;
3425 op->invisible = 0; 2851 op->invisible = 0;
2852
3426 if (op->type == PLAYER) 2853 if (op->type == PLAYER)
3427 { 2854 {
3428 op->contr->tmp_invis = 0; 2855 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 2856 op->contr->invis_race = 0;
3430 } 2857 }
2858
3431 update_object (op, UP_OBJ_FACE); 2859 update_object (op, UP_OBJ_CHANGE);
3432} 2860}
3433 2861
3434int 2862int
3435is_true_undead (object *op) 2863is_true_undead (object *op)
3436{ 2864{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2865 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 2866 return 1;
3441 2867
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; 2868 return 0;
3448} 2869}
3449 2870
3450/* look at the surrounding terrain to determine 2871/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 2872 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 2873 * indicate greater hideability.
3453 */ 2874 */
3454
3455int 2875int
3456hideability (object *ob) 2876hideability (object *ob)
3457{ 2877{
3458 int i, level = 0, mflag; 2878 int i, level = 0, mflag;
3459 sint16 x, y; 2879 sint16 x, y;
3460 2880
3461 if (!ob || !ob->map) 2881 if (!ob || !ob->map)
3462 return 0; 2882 return 0;
3463 2883
3464 /* so, on normal lighted maps, its hard to hide */ 2884 /* so, on normal lighted maps, its hard to hide */
3465 level = ob->map->darkness - 2; 2885 level = ob->map->darklevel () - 2;
3466 2886
3467 /* this also picks up whether the object is glowing. 2887 /* this also picks up whether the object is glowing.
3468 * If you carry a light on a non-dark map, its not 2888 * If you carry a light on a non-dark map, its not
3469 * as bad as carrying a light on a pitch dark map */ 2889 * as bad as carrying a light on a pitch dark map */
3470 if (has_carried_lights (ob)) 2890 if (ob->has_carried_lights ())
3471 level = -(10 + (2 * ob->map->darkness)); 2891 level = -(10 + (2 * ob->map->darklevel ()));
3472 2892
3473 /* scan through all nearby squares for terrain to hide in */ 2893 /* 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]) 2894 for (i = 0, x = ob->x, y = ob->y;
2895 i <= SIZEOFFREE1;
2896 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 { 2897 {
3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2898 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3477 if (mflag & P_OUT_OF_MAP) 2899 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue; 2900 continue;
3480 } 2901
3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2902 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3482 level += 2; 2903 level += 2;
3483 else /* open terrain! */ 2904 else /* open terrain! */
3484 level -= 1; 2905 level -= 1;
3485 } 2906 }
3493/* For Hidden creatures - a chance of becoming 'unhidden' 2914/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 2915 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 2916 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 2917 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 2918 */
3498
3499void 2919void
3500do_hidden_move (object *op) 2920do_hidden_move (object *op)
3501{ 2921{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2922 int hide = 0;
3503 object *skop;
3504 2923
3505 if (!op || !op->map) 2924 if (!op || !op->map)
3506 return; 2925 return;
3507 2926
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2927 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2928 int num = random_roll (0, 19, op, PREFER_LOW);
3509 2929
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 2930 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 2931 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 2932 if (!skop || num >= skop->level)
3514 { 2933 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2934 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 2935 make_visible (op);
3517 return; 2936 return;
3518 } 2937 }
3519 else 2938 else
3520 num += 20; 2939 num += 20;
3521 } 2940
3522 num += op->map->difficulty; 2941 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 2942 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 2943 num -= hide;
2944
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2945 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 2946 {
3527 make_visible (op); 2947 make_visible (op);
2948
3528 if (op->type == PLAYER) 2949 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2950 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 2951 }
3531 else if (op->type == PLAYER && skop) 2952 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2953 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 2954}
3536 2955
3537/* determine if who is standing near a hostile creature. */ 2956/* determine if who is standing near a hostile creature. */
3538 2957
3539int 2958int
3566 if (mflags & P_OUT_OF_MAP) 2985 if (mflags & P_OUT_OF_MAP)
3567 continue; 2986 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2987 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 2988 continue;
3570 2989
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2990 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 2991 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2992 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 2993 return 1;
3575 else if (tmp->type == PLAYER) 2994 else if (tmp->type == PLAYER)
3576 { 2995 {
3587 * object op. This function works fine for monsters, 3006 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 3007 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 3008 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 3009 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 3010 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 3011 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 3012 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 3013 * 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. 3014 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 3015 * -b.t.
3597 * This function is now map tiling safe. 3016 * This function is now map tiling safe.
3598 */ 3017 */
3599
3600int 3018int
3601player_can_view (object *pl, object *op) 3019player_can_view (object *pl, object *op)
3602{ 3020{
3603 rv_vector rv; 3021 rv_vector rv;
3604 int dx, dy; 3022 int dx, dy;
3606 if (pl->type != PLAYER) 3024 if (pl->type != PLAYER)
3607 { 3025 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3026 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3027 return -1;
3610 } 3028 }
3029
3611 if (!pl || !op) 3030 if (!pl || !op)
3612 return 0; 3031 return 0;
3613 3032
3614 if (op->head)
3615 {
3616 op = op->head; 3033 op = op->head_ ();
3617 } 3034
3618 get_rangevector (pl, op, &rv, 0x1); 3035 get_rangevector (pl, op, &rv, 0x1);
3619 3036
3620 /* starting with the 'head' part, lets loop 3037 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3038 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3039 * part that is in the los array but isn't on
3623 * a blocked los square. 3040 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3041 * we use the archetype to figure out offsets.
3625 */ 3042 */
3626 while (op) 3043 while (op)
3627 { 3044 {
3628 dx = rv.distance_x + op->arch->clone.x; 3045 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3046 dy = rv.distance_y + op->arch->y;
3630 3047
3631 /* only the viewable area the player sees is updated by LOS 3048 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; 3049 return 1;
3050
3639 op = op->more; 3051 op = op->more;
3640 } 3052 }
3641 return 0;
3642}
3643 3053
3644/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding
3646 * place or invisiblity spell. Artefact invisiblity is not
3647 * effected by this. If we arent invisible to begin with, we
3648 * return 0.
3649 */
3650int
3651action_makes_visible (object *op)
3652{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3657 return 0;
3658
3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3661
3662 /* If monsters, they should become visible */
3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3666 return 1;
3667 }
3668 }
3669 return 0; 3054 return 0;
3670} 3055}
3671 3056
3672/* op_on_battleground - checks if the given object op (usually 3057/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3058 * 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 3063 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 3064 */
3680int 3065int
3681op_on_battleground (object *op, int *x, int *y) 3066op_on_battleground (object *op, int *x, int *y)
3682{ 3067{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3068 /* 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), 3069 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3070 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3071 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3072 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3073 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3074 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3075 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 { 3077 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3079 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3082 {
3698 /*before we assign the exit, check if this is a teambattle */ 3083 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3084 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 { 3085 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3086 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3704 { 3087 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3706 { 3089 {
3707 if (x != NULL && y != NULL) 3090 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092
3709 return 1; 3093 return 1;
3710 } 3094 }
3711 } 3095 }
3712 } 3096 }
3097
3713 if (x != NULL && y != NULL) 3098 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100
3715 return 1; 3101 return 1;
3716 } 3102 }
3717 } 3103 }
3718 } 3104 }
3105
3719 /* If we got here, did not find a battleground */ 3106 /* If we got here, did not find a battleground */
3720 return 0; 3107 return 0;
3721} 3108}
3722 3109
3723/* 3110/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3126 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3127 int i = 0, j = 0;
3741 3128
3742 /* get the appropriate treasurelist */ 3129 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3130 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3131 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3132 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3133 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3134 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3135 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3136 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3137 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3138
3752 if (trlist == NULL || who->type != PLAYER) 3139 if (trlist == NULL || who->type != PLAYER)
3753 return; 3140 return;
3754 3141
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3142 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3143
3757 if (tr == NULL || tr->item == NULL) 3144 if (!tr || !tr->item)
3758 { 3145 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3146 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3147 return;
3761 } 3148 }
3762 3149
3763 /* everything seems okay - now bring on the gift: */ 3150 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3151 item = tr->item;
3765 3152
3766 if (item->type == SPELL) 3153 if (item->type == SPELL)
3767 { 3154 {
3768 if (check_spell_known (who, item->name)) 3155 if (check_spell_known (who, item->name))
3769 return; 3156 return;
3828 { 3215 {
3829 /* forces in the treasurelist can alter the player's stats */ 3216 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3217 object *skin;
3831 3218
3832 /* first get the dragon skin force */ 3219 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3220 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3221 ;
3222
3834 if (skin == NULL) 3223 if (!skin)
3835 return; 3224 return;
3836 3225
3837 /* adding new spellpath attunements */ 3226 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3227 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3228 {
3871 else 3260 else
3872 { 3261 {
3873 /* generate misc. treasure */ 3262 /* generate misc. treasure */
3874 tmp = arch_to_object (tr->item); 3263 tmp = arch_to_object (tr->item);
3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3264 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); 3265 who->insert (tmp);
3877 if (who->type == PLAYER)
3878 esrv_send_item (who, tmp);
3879 } 3266 }
3880} 3267}
3881 3268
3882/** 3269/**
3883 * Unready an object for a player. This function does nothing if the object was 3270 * Unready an object for a player. This function does nothing if the object was
3884 * not readied. 3271 * not readied.
3885 */ 3272 */
3886void 3273void
3887player_unready_range_ob (player *pl, object *ob) 3274player_unready_range_ob (player *pl, object *ob)
3888{ 3275{
3889 rangetype i; 3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3890 3278
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3279 if (pl->combat_ob == ob)
3892 { 3280 pl->combat_ob = 0;
3281
3893 if (pl->ranges[i] == ob) 3282 if (pl->ranged_ob == ob)
3894 { 3283 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3284}
3285
3286//-GPL
3287
3288sint8
3289player::darkness_at (maptile *map, int x, int y) const
3290{
3291 if (!ns)
3292 return LOS_BLOCKED;
3293
3294 int dx, dy;
3295 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3296 return LOS_BLOCKED;
3297
3298 x += dx - ns->current_x;
3299 y += dy - ns->current_y;
3300
3301 return blocked_los (x, y);
3302}
3303
3304void
3305player::infobox (const char *title, const char *msg, int color)
3306{
3307 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3308}
3309
3310void
3311player::statusmsg (const char *msg, int color)
3312{
3313 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3314}
3315
3316void
3317player::failmsg (const char *msg, int color)
3318{
3319 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color);
3321}
3322

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