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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 1.248 by root, Sun Nov 29 10:55:18 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
231
232player::player ()
233{
234 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point.
236 */
237 outputs_sync = 4;
238 outputs_count = 4;
239 unapply = unapply_nochoice;
240
241 savebed_map = first_map_path; /* Init. respawn position */
242
243 gen_sp_armour = 10;
244 bowtype = bow_normal;
245 petmode = pet_normal;
246 usekeys = containers;
247 peaceful = 1; /* default peaceful */
248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
252}
253
254void
255player::do_destroy ()
256{
257 disconnect ();
258
259 attachable::do_destroy ();
260
261 if (ob)
262 {
263 ob->destroy_inv (false);
264 ob->destroy ();
265 }
266
267 ob = observe = viewpoint = 0;
268}
269
270player::~player ()
271{
272 /* Clear item stack */
273 free (stack_items);
328} 274}
329 275
330/* 276/*
331 * get_player_archetype() return next player archetype from archetype 277 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 278 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 279 * Note: there MUST be at least one player archetype!
334 */ 280 */
335archetype * 281static archetype *
336get_player_archetype (archetype *at) 282get_player_archetype (archetype *at)
337{ 283{
338 archetype *start = at; 284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
339 291
340 for (;;) 292 for (;;)
341 { 293 {
342 if (at == NULL || at->next == NULL) 294 if (++i == archetypes.end ())
343 at = first_archetype; 295 i = archetypes.begin ();
344 else 296 else if (*i == at)
345 at = at->next; 297 cleanup ("not a single player archetype found");
298
346 if (at->clone.type == PLAYER) 299 if ((*i)->type == PLAYER)
347 return at; 300 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 301 }
354} 302}
355 303
304/* Tries to add player on the connection passed in ns.
305 * All we can really get in this is some settings like host and display
306 * mode.
307 */
308player *
309player::create ()
310{
311 player *pl = new player;
312
313 pl->set_object (arch_to_object (get_player_archetype (0)));
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
319 set_first_map (pl->ob);
320
321 return pl;
322}
356 323
357object * 324object *
358get_nearest_player (object *mon) 325get_nearest_player (object *mon)
359{ 326{
360 object *op = NULL; 327 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 328 objectlink *ol;
363 unsigned lastdist; 329 unsigned lastdist;
364 rv_vector rv; 330 rv_vector rv;
365 331
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 335 continue;
396 336
397 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
398 { 338 {
399 op = ol->ob; 339 op = ol->ob;
400 lastdist = rv.distance; 340 lastdist = rv.distance;
401 } 341 }
402 } 342 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 343
404 { 344 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 345 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 346 if (lastdist > rv.distance)
409 { 347 {
410 op = pl->ob; 348 op = pl->ob;
411 lastdist = rv.distance; 349 lastdist = rv.distance;
412 } 350 }
413 } 351
414 }
415#if 0 352#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 353 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 354#endif
418 return op; 355 return op;
419} 356}
437 * circling behaviour. Unfortunately, this function is also used to determined 374 * 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 375 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 376 * is probably not a good thing.
440 */ 377 */
441#define MAX_SPACES 50 378#define MAX_SPACES 50
442
443 379
444/* 380/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 381 * 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 382 * 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 383 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 414 x = mon->x;
479 y = mon->y; 415 y = mon->y;
480 m = mon->map; 416 m = mon->map;
481 dir = rv.direction; 417 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
484 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 422 if (diff > max)
486 return 0; 423 return 0;
424
487 while (diff > 1 && max > 0) 425 while (diff > 1 && max > 0)
488 { 426 {
489 lastx = x; 427 lastx = x;
490 lasty = y; 428 lasty = y;
491 lastmap = m; 429 lastmap = m;
573 max--; 511 max--;
574 lastdir = dir; 512 lastdir = dir;
575 if (!firstdir) 513 if (!firstdir)
576 firstdir = dir; 514 firstdir = dir;
577 } 515 }
516
578 if (diff <= 1) 517 if (diff <= 1)
579 { 518 {
580 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 520 * headed toward player for entire distance.
582 */ 521 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 522 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); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 524 }
525
586 if (diff > max) 526 if (diff > max)
587 return 0; 527 return 0;
588 } 528 }
529
589 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
590 if (!max) 531 if (!max)
591 return 0; 532 return 0;
592 533
593 return firstdir; 534 return firstdir;
594} 535}
595 536
596void 537void
597give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
598{ 539{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 540 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 542
604 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
605 { 544 {
606 next = op->below; 545 next = op->below;
607 546
608 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
614 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 554 * by this player due to race restrictions
616 */ 555 */
617 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
618 { 557 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
620 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624 { 565 {
625 op->destroy (); 566 op->destroy ();
626 continue; 567 continue;
627 } 568 }
628 } 569 }
629 570
630 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
631 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
632 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */ 574 */
636 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
637 { 576 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 { 579 {
646 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
648 continue; 583 break;
649 } 584 }
650 585
651 if (op->nrof > 1) 586 if (op->nrof > 1)
652 op->nrof = 1; 587 op->nrof = 1;
653 } 588 }
654 589
655 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 592
660 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
662 * merged properly. 595 * merged properly.
663 */ 596 */
664 if (need_identify (op)) 597 if (need_identify (op))
665 { 598 {
666 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 602 }
603
670 if (op->type == SPELL) 604 if (op->type == SPELL)
671 { 605 {
672 op->destroy (); 606 op->destroy ();
673 continue; 607 continue;
674 } 608 }
676 { 610 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 612 op->stats.exp = 0;
679 op->level = 1; 613 op->level = 1;
680 } 614 }
681 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
685 618
686 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
687 link_player_skills (pl); 620 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} 621}
772 622
773void 623void
774get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
775{ 625{
776 if (party == NULL) 626 if (party == NULL)
777 { 627 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 628 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 629 return;
780 } 630 }
631
781 op->contr->write_buf[0] = '\0'; 632 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 633 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 634 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 636}
786
787 637
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 639static int
790roll_stat (void) 640roll_stat ()
791{ 641{
792 int a[4], i, j, k; 642 int a[4], i, j, k;
793 643
794 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 645 a[i] = (int) rndm (6) + 1;
796 646
797 for (i = 0, j = 0, k = 7; i < 4; i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 648 if (a[i] < k)
799 k = a[i], j = i; 649 k = a[i], j = i;
800 650
801 for (i = 0, k = 0; i < 4; i++) 651 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 652 if (i != j)
804 k += a[i]; 653 k += a[i];
805 } 654
806 return k; 655 return k;
807} 656}
808 657
809void 658void
810roll_stats (object *op) 659object::roll_stats ()
811{ 660{
661 int statsort [NUM_STATS];
662
663 for (;;)
664 {
812 int sum = 0; 665 int sum = 0;
813 int i = 0, j = 0; 666 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 667 sum += statsort [i] = roll_stat ();
815 668
816 do 669 if (sum >= 82 && sum <= 116)
670 break;
817 { 671 }
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);
828 672
829 /* Sort the stats so that rerolling is easier... */ 673 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 674 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;
837 675
838 /* a quick and dirty bubblesort? */ 676 for (int i = 0; i < NUM_STATS; ++i)
839 do 677 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);
854 678
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; 679 stats.exp = 0;
874 op->stats.ac = 0; 680 stats.ac = 0;
875 681
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; 682 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 683 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 684 stats.grace = stats.maxgrace;
685
686 if (contr)
687 {
688 contr->levhp[1] = 9;
689 contr->levsp[1] = 6;
690 contr->levgrace[1] = 3;
691
884 op->contr->orig_stats = op->stats; 692 contr->orig_stats = stats;
693 }
885} 694}
886 695
887void 696void
888Roll_Again (object *op) 697object::swap_stats (int a, int b)
889{ 698{
890 esrv_new_player (op->contr, 0); 699 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}
894 700
895void 701 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 702 stats.stat (i) = contr->orig_stats.stat (i);
703
704 //TODO: the following code looks so borked and should, at the very least,
705 // be merged with the similar code in roll_stats
706 stats.ac = 0;
707
708 level = 1;
709 stats.exp = 0;
710 stats.ac = 0;
711
712 stats.hp = stats.maxhp;
713 stats.sp = stats.maxsp;
714 stats.grace = stats.maxgrace;
715
716 if (contr)
717 {
718 contr->levhp[1] = 9;
719 contr->levsp[1] = 6;
720 contr->levgrace[1] = 3;
721
722 contr->orig_stats = stats;
723 }
724}
725
726static void
727start_info (object *op)
897{ 728{
898 signed char tmp;
899 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
900 730
901 if (op->contr->Swap_First == -1) 731 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); 732 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} 733}
1016 734
1017/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
1021 * not the class. 739 * not the class.
1022 */ 740 */
1023 741void
1024int 742player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 743{
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 */ 744 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
1041 746
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1043 if (tl) 748 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
1045 750
1046 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
1048 753
1049 op->contr->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
1050 755
1051 if (op->msg) 756 if (ob->msg)
1052 op->msg = NULL; 757 ob->msg = 0;
1053 758
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); 759 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op);
1067 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
1068 fix_player (op); 763 ob->update_stats ();
1069 764
1070 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
1071 * is one for this race 766 * is one for this race
1072 */ 767 */
1073 if (*first_map_ext_path) 768 if (*first_map_ext_path)
1074 { 769 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 770 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 772}
1092 return 0;
1093 }
1094 773
774void
775player::chargen_race_next ()
776{
1095 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
1097 */ 779 */
1098 780
1099 tmp_loop = 0; 781 do
1100 while (!tmp_loop)
1101 { 782 {
1102 shstr name = op->name; 783 shstr name = ob->name;
1103 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
1104 785
1105 remove_statbonus (op); 786 ob->remove_statbonus ();
1106 op->remove (); 787 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
1109 op->instantiate (); 790 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
1112 op->x = x; 793 ob->x = x;
1113 op->y = y; 794 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 798 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 799 }
800 while (!allowed_class (ob));
1120 801
1121 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 804 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 807 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} 808}
1134 809
1135int 810static 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) 811flee_player (object *op)
1186{ 812{
1187 int dir, diff; 813 int dir, diff;
1188 rv_vector rv; 814 rv_vector rv;
1189 815
1192 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1193 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
1194 return; 820 return;
1195 } 821 }
1196 822
1197 if (op->enemy == NULL) 823 if (!op->enemy)
1198 { 824 {
1199 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 827 return;
1202 } 828 }
1203 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 { 831 {
1217 op->enemy = NULL; 832 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 834 return;
1220 } 835 }
836
1221 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1222 838
1223 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1225 { 841 {
1226 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1227 843
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 845 return;
1231 }
1232 } 846 }
847
1233 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 850 op->enemy = NULL;
1236} 851}
1237 852
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 854 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 855 * stop.
1242 */ 856 */
1243int 857int
1244check_pick (object *op) 858check_pick (object *op)
1245{ 859{
1246 object *tmp, *next; 860 object *tmp, *next;
1247 int stop = 0; 861 int stop = 0;
1248 int j, k, wvratio; 862 int wvratio;
1249 char putstring[128], tmpstr[16];
1250 863
1251 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1253 return 1; 866 return 1;
1254 867
1255 next = op->below; 868 next = op->below;
1256 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1257 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1258 * destroyed */ 874 * destroyed */
1259 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1260 { 876 {
1261 tmp = next; 877 tmp = next;
1262 next = tmp->below; 878 next = tmp->below;
1263 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1264 if (op->destroyed ()) 886 if (op->destroyed ())
1265 return 0; 887 return 0;
1266 888
1267 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1268 continue; 890 continue;
1269 891
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 893 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1274 continue; 897 continue;
1275 } 898 }
1276 899
1277 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1278 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1279 { 962 {
1280 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1281 { 1026 {
1282 case 0: 1027 CHK_PICK_PICKUP;
1283 return 1; /* don't pick up */ 1028 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 } 1029 }
1315 } 1030 }
1316 else 1031
1317 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1318 /* NEW pickup handling */
1319 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1320 { 1038 {
1321 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1395 1042
1396 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1398 continue; 1048 continue;
1049 }
1399 1050
1400 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1401 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1402 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1403 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1404 { 1122 {
1405 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1406 continue; 1124 continue;
1407 } 1125 }
1126 }
1408 1127
1128 /* misc stuff that's useful */
1409 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1411 { 1131 {
1412 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1413 continue; 1133 continue;
1414 } 1134 }
1415 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1416 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1417 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1418 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_VALUABLES)
1462 { 1146 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1464 { 1150 {
1465 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1466 continue;
1467 } 1152 }
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 1153 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1605#endif 1157#endif
1158 CHK_PICK_PICKUP;
1606 continue; 1159 continue;
1607 }
1608 } 1160 }
1609 } /* the new pickup model */ 1161 } /* the new pickup model */
1610 } 1162 }
1611 1163
1612 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1613} 1200}
1614 1201
1615/* 1202/*
1616 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1617 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1618 * found object is returned. 1205 * found object is returned.
1619 */ 1206 */
1620object * 1207static object *
1621find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1622{ 1209{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1210 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) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1629 return op; 1219 return arrow;
1220 }
1221
1630 return tmp; 1222 return 0;
1631} 1223}
1632 1224
1633/* 1225/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1227 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1228 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1230 */
1639 1231static object *
1640object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1642{ 1233{
1643 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1645 1236
1646 if (!type) 1237 if (!type)
1650 { 1241 {
1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652 { 1243 {
1653 i = 0; 1244 i = 0;
1654 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1655 if (i > betterby) 1247 if (i > betterby)
1656 { 1248 {
1657 tmp = ntmp; 1249 tmp = ntmp;
1658 betterby = i; 1250 betterby = i;
1659 } 1251 }
1660 } 1252 }
1661 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1662 { 1254 {
1663 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1665 { 1257 {
1666 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1667 { 1259 {
1668 *better = 100; 1260 *better = 100;
1669 return arrow; 1261 return arrow;
1677 else 1269 else
1678 { 1270 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1272 {
1681 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1276 {
1685 tmp = arrow; 1277 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1279 }
1688 } 1280 }
1281
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1283 {
1691 tmp = arrow; 1284 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 } 1286 }
1287
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 { 1289 {
1696 tmp = arrow; 1290 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 } 1292 }
1699 } 1293 }
1700 } 1294 }
1701 } 1295 }
1296
1702 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1703 return find_arrow (op, type); 1298 return find_arrow (op, type);
1704 1299
1705 *better = betterby; 1300 *better = betterby;
1706 return tmp; 1301 return tmp;
1710 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1306 * op = the shooter
1712 * type = bow->race 1307 * type = bow->race
1713 * dir = fire direction 1308 * dir = fire direction
1714 */ 1309 */
1715 1310static object *
1716object *
1717pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1718{ 1312{
1719 object *tmp = NULL; 1313 object *tmp = NULL;
1720 maptile *m; 1314 maptile *m;
1721 int i, mflags, found, number; 1315 int i, mflags, found, number;
1722 sint16 x, y; 1316 sint16 x, y;
1737 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1738 { 1332 {
1739 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1740 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1741 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 { 1338 {
1744 tmp = NULL; 1339 tmp = 0;
1745 break; 1340 break;
1746 } 1341 }
1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 { 1343 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1751 */ 1346 */
1752 tmp = NULL; 1347 tmp = 0;
1753 break; 1348 break;
1754 } 1349 }
1350
1755 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1756 {
1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1764 break; 1354 break;
1765 }
1766 } 1355 }
1767 if (tmp == NULL) 1356
1357 if (!tmp)
1768 return find_arrow (op, type); 1358 return find_arrow (op, type);
1769 1359
1770 if (tmp->head) 1360 if (tmp->head)
1771 tmp = tmp->head; 1361 tmp = tmp->head;
1772 1362
1785 */ 1375 */
1786int 1376int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1378{
1789 object *left, *bow; 1379 object *left, *bow;
1790 int bowspeed, mflags; 1380 int mflags;
1791 maptile *m; 1381 maptile *m;
1792 1382
1793 if (!dir) 1383 if (!dir)
1794 { 1384 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1386 return 0;
1797 } 1387 }
1798 if (op->type == PLAYER) 1388
1799 bow = op->contr->ranges[range_bow]; 1389 if (op->contr)
1390 bow = op->current_weapon;
1800 else 1391 else
1801 { 1392 {
1802 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1395 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1400 if (!bow)
1810 { 1401 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1403 return 0;
1813 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1814 } 1408 }
1409
1815 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1816 { 1411 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1413 return 0;
1819 } 1414 }
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 1415
1829 if (arrow == NULL) 1416 if (arrow == NULL)
1830 { 1417 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1419 {
1833 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1423 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1838 return 0; 1426 return 0;
1839 } 1427 }
1840 } 1428 }
1429
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1431 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1432 return 0;
1845 } 1433
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1434 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1435 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1437 return 0;
1850 } 1438 }
1851 1439
1852 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1853 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1854 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1855 arrow->destroy (); 1444 arrow->destroy ();
1856 return 0; 1445 return 0;
1857 } 1446 }
1858 1447
1859 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1861 if (arrow == NULL) 1450 if (!arrow)
1862 { 1451 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1453 return 0;
1865 } 1454 }
1455
1866 arrow->set_owner (op); 1456 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1458 arrow->direction = dir;
1870 arrow->x = sx; 1459
1871 arrow->y = sy; 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1461 arrow->stats.hp = arrow->stats.dam;
1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1464
1465#if 0
1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1482 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0;
1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1490
1873 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1874 { 1492 {
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; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1494 wc -= dex_bonus[op->stats.Dex];
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1908 } 1500 }
1909 else 1501 else
1910 { 1502 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1503 arrow->level = op->level;
1913 } 1504 arrow->stats.wc -= bow->magic;
1914 1505
1915 if (arrow->attacktype == AT_PHYSICAL) 1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1916 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1917 1511
1918 if (bow->slaying != NULL) 1512 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1514
1921 arrow->map = m; 1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1518
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1520 m->insert (arrow, sx, sy, op);
1927 1521
1928 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1523 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 1524
1939 return 1; 1525 return 1;
1940} 1526}
1941 1527
1942/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1944 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1945 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1946 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1947 * hence the function name. 1533 * hence the function name.
1948 */ 1534 */
1949int 1535static int
1950player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1951{ 1537{
1952 int ret = 0, wcmod = 0; 1538 int ret;
1953 1539
1954 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1955 { 1541 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1543 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1545 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1548 }
1964 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1965 { 1550 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 } 1554 }
1970 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1556 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1560 }
1977 else 1561 else
1978 { 1562 {
1979 /* Simple case */ 1563 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1565 }
1566
1982 return ret; 1567 return ret;
1983} 1568}
1984
1985 1569
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1988 */ 1572 */
1989void 1573static void
1990fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1991{ 1575{
1992 object *item; 1576 object *item = op->contr->ranged_ob;
1993 1577
1994 if (!op->contr->ranges[range_misc]) 1578 if (!item)
1995 { 1579 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1581 return;
1998 } 1582 }
1999 1583
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1584 if (!item->inv)
2002 { 1585 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1587 return;
2005 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
2006 if (item->type == WAND) 1593 if (item->type == WAND)
2007 { 1594 {
2008 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
2009 { 1596 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 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)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
2012 return; 1600 return;
2013 } 1601 }
2014 } 1602 }
2015 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
2016 { 1604 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2018 { 1610 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
2020 if (item->type == ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1615 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
2024 return; 1618 return;
2025 } 1619 }
2026 } 1620 }
2027 1621
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
2029 { 1623 {
2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
2031 if (item->type == WAND) 1626 if (item->type == WAND)
2032 { 1627 {
2033 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
2034 { 1629 {
2035 object *tmp; 1630 object *tmp;
2036 1631
2037 if (item->arch) 1632 if (item->arch)
2038 { 1633 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
2041 item->speed = 0; 1636 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1637 }
2044 if ((tmp = is_player_inv (item))) 1638
1639 if (object *pl = item->visible_to ())
2045 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
2046 } 1641 }
2047 } 1642 }
2048 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1644 drain_rod_charge (item);
2051 }
2052 } 1645 }
2053} 1646}
2054 1647
2055/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
2056 */ 1649 */
2057void 1650bool
2058fire (object *op, int dir) 1651fire (object *op, int dir)
2059{ 1652{
2060 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
2061 1675
2062 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
2064 make_visible (op); 1678 make_visible (op);
2065 1679
2066 switch (op->contr->shoottype) 1680 switch (ob->type)
2067 { 1681 {
2068 case range_none: 1682 case BOW:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
2073 return; 1684 break;
2074 1685
2075 case range_magic: /* Casting spells */ 1686 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2077 return; 1688 break;
2078 1689
2079 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 default:
2080 fire_misc_object (op, dir); 1699 fire_misc_object (op, dir);
2081 return; 1700 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 } 1701 }
2109}
2110 1702
1703 return true;
1704}
2111 1705
2112 1706static 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) 1707find_key_ (object *pl, object *container, object *door)
2126{ 1708{
2127 object *tmp, *key; 1709 object *tmp, *key;
2128 1710
2129 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1712 if (!container->inv)
2131 return NULL; 1713 return 0;
2132 1714
2133 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1717 {
2136 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1719 break;
1720
2138 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
2140 */ 1723 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1725 break;
2143 } 1726 }
1727
2144 /* No key found - lets search inventories now */ 1728 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1729 /* 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 1730 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1731 * a key, return
2148 */ 1732 */
2149 if (!tmp) 1733 if (!tmp)
2150 { 1734 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 {
2153 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1738 if ((key = find_key_ (pl, tmp, door)))
2157 return key; 1739 return key;
2158 } 1740
2159 }
2160 if (!tmp) 1741 if (!tmp)
2161 return NULL; 1742 return 0;
2162 } 1743 }
1744
2163 /* We get down here if we have found a key. Now if its in a container, 1745 /* 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 1746 * see if we actually want to use it
2165 */ 1747 */
2166 if (pl != container) 1748 if (pl != container)
2167 { 1749 {
2168 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
2169 if (!pl->contr) 1751 if (!pl->contr)
2170 return NULL; 1752 return 0;
1753
2171 /* cases where this fails: 1754 /* cases where this fails:
2172 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
2173 * are not in the players inventory. 1756 * are not in the players inventory.
2174 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
2175 * containers can be used. 1758 * containers can be used.
2179 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
2180 * 1763 *
2181 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
2182 * all the others. 1765 * all the others.
2183 */ 1766 */
2184 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
2185 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2187 { 1770 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 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)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1773 return NULL;
2191 } 1774 }
2192 } 1775 }
1776
2193 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
2194} 1803}
2195 1804
2196/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
2198 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
2199 * 0 otherwise 1808 * 0 otherwise
2200 */ 1809 */
2201static int 1810static int
2202player_attack_door (object *op, object *door) 1811player_attack_door (object *op, object *door)
2203{ 1812{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1813 /* 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 - 1814 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1815 * otherwise, we fall through to the rest of the code.
2208 */ 1816 */
2209 object *key = find_key (op, op, door); 1817 object *key = find_key (op, op, door);
2210 1818
2211 /* IF we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
2212 if (key) 1820 if (key)
2213 { 1821 {
2214 object *container = key->env; 1822 object *container = key->env;
2215 1823
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1824 if (action_makes_visible (op))
2218 make_visible (op); 1825 make_visible (op);
1826
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1828 spring_trap (door->inv, op);
1829
2221 if (door->type == DOOR) 1830 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
2226 { 1833 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1836 }
1837
2230 /* Do this after we print the message */ 1838 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1840
2233 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container);
2235 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
2236 } 1842 }
2237 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
2238 { 1844 {
2239 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2241 return 1; 1847 return 1;
2242 } 1848 }
1849
2243 return 0; 1850 return 0;
2244} 1851}
2245 1852
2246/* This function is just part of a breakup from move_player. 1853/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1854 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1855 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1856 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2251 */ 1858 */
2252 1859bool
2253void
2254move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2255{ 1861{
2256 object *tmp, *mon; 1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2257 sint16 nx, ny; 1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2258 int on_battleground; 1868 int on_battleground;
2259 maptile *m;
2260 1869
2261 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2263 1872
2264 on_battleground = op_on_battleground (op, NULL, NULL); 1873 on_battleground = op_on_battleground (op, 0, 0);
1874
1875 if (out_of_map (op->map, nx, ny))
1876 return false;
2265 1877
2266 /* If braced, or can't move to the square, and it is not out of the 1878 /* 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * 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 1884 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 1885 * move_ob uses.
2274 */ 1886 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1887 maptile *m = op->map->xy_find (nx, ny);
1888
1889 /* Go through all the objects, and find ones of interest. Only stop if
1890 * we find a monster - that is something we know we want to attack.
1891 * if its a door or barrel (can roll) see if there may be monsters
1892 * on the space
1893 */
1894 object *mon;
1895 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1896 {
1897 if ((mon->flag [FLAG_ALIVE]
1898 || mon->type == LOCKED_DOOR
1899 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op)
1901 break;
2276 { 1902 }
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1903
1904 if (!mon) /* This happens anytime the player tries to move */
1905 return false; /* into a wall */
1906
1907 mon = mon->head_ ();
1908
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f)
1911 if (player_attack_door (op, mon))
1912 {
1913 --op->contr->weapon_sp_left;
1914 return true;
2278 { 1915 }
2279 m = get_map_from_coord (op->map, &nx, &ny); 1916
2280 if (!m) 1917 /* The following deals with possibly attacking peaceful
2281 return; /* Don't think this should happen */ 1918 * or friendly creatures. Basically, all players are considered
1919 * unaggressive. If the moving player has peaceful set, then the
1920 * object should be pushed instead of attacked. It is assumed that
1921 * if you are braced, you will not attack friends accidently,
1922 * and thus will not push them.
1923 */
1924
1925 /* If the creature is a pet, push it even if the player is not
1926 * peaceful. Our assumption is the creature is a pet if the
1927 * player owns it and it is either friendly or unagressive.
1928 */
1929 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1934 {
1935 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced)
1937 return false;
1938
1939 if (op->speed_left > 0.f)
1940 {
1941 --op->speed_left;
1942
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
1945
1946 if (action_makes_visible (op))
1947 make_visible (op);
1948
1949 return true;
2282 } 1950 }
2283 else 1951 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; 1952 return false;
2290 } 1953 }
2291 1954
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 1955 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 1956 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 1957 * someone, but put it inside this loop so that you won't
2363 * attack them either. 1958 * attack them either.
2364 */ 1959 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 1960 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 1962 && ((op->contr->peaceful
2368 (op->contr->peaceful 1963 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 1964 && !on_battleground))
2370 && mon->contr-> 1965 {
2371 peaceful)) && 1966 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 1967 {
1968 --op->speed_left;
1969
2377 if (!op->contr->braced) 1970 if (!op->contr->braced)
2378 { 1971 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1972 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2381 } 1974 }
2382 else 1975 else
2383 { 1976 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 1977
2385 }
2386 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2387 make_visible (op); 1979 make_visible (op);
2388 }
2389 1980
1981 return true;
1982 }
1983 }
2390 /* If the object is a boulder or other rollable object, then 1984 /* 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. 1985 * roll it if not braced. You can't roll it if you are braced.
2392 */ 1986 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1988 {
1989 if (op->speed_left > 0.f)
2394 { 1990 {
1991 --op->speed_left;
1992
2395 recursive_roll (mon, dir, op); 1993 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 1994 if (action_makes_visible (op))
2397 make_visible (op); 1995 make_visible (op);
2398 }
2399 1996
1997 return true;
1998 }
1999 }
2400 /* Any generic living creature. Including things like doors. 2000 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2001 * 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: 2002 * 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 2003 * 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. 2004 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2005 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2006 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))) 2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2008 {
2410 2009 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 { 2010 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2011 --op->contr->weapon_sp_left;
2419 2012
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); 2013 skill_attack (mon, op, 0, 0, 0);
2424 2014
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)) 2015 if (action_makes_visible (op))
2439 make_visible (op); 2016 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2017
2444int 2018 return true;
2019 }
2020 }
2021
2022 return false;
2023}
2024
2025bool
2445move_player (object *op, int dir) 2026move_player (object *op, int dir)
2446{ 2027{
2447 int pick;
2448
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2450 return 0; 2029 return 0;
2451 2030
2452 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2454 { 2033 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2034 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2035 return 0;
2457 } 2036 }
2458 2037
2459 /* peterm: added following line */ 2038 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2041
2463 op->facing = dir; 2042 op->facing = dir;
2464 2043
2465 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2466 do_hidden_move (op); 2045 do_hidden_move (op);
2467 2046
2047 bool retval;
2048 int pick = 0;
2049
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2051 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2471 fire (op, dir); 2053 retval = fire (op, dir);
2472 else 2054 else
2473 { 2055 {
2474 move_player_attack (op, dir); 2056 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2057 pick = check_pick (op);
2476 } 2058 }
2477 2059
2478 /* Add special check for newcs players and fire on - this way, the 2060 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2061 * server can handle repeat firing.
2480 */ 2062 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2063 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2064 op->direction = dir;
2484 }
2485 else 2065 else
2486 {
2487 op->direction = 0; 2066 op->direction = 0;
2488 } 2067
2489 /* Update how the player looks. Use the facing, so direction may 2068 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2069 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2070 * for players.
2492 */ 2071 */
2493 animate_object (op, op->facing); 2072 animate_object (op, op->facing);
2494 return 0; 2073
2074 return retval;
2495} 2075}
2496 2076
2497/* This is similar to handle_player, below, but is only used by the 2077/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2078 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2079 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2080 * the new speed values for commands.
2501 * 2081 *
2502 * Returns true if there are more actions we can do. 2082 * Returns true if there are more actions we can do. Should not do
2083 * many actions in a row, as that would be too unfair to other
2084 * players.
2503 */ 2085 */
2504int 2086bool
2505handle_newcs_player (object *op) 2087handle_newcs_player (object *op)
2506{ 2088{
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)) 2089 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2090 {
2529 flee_player (op); 2091 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 { 2092 {
2533 op->speed_left--; 2093 --op->speed_left;
2094 flee_player (op);
2095
2534 return 0; 2096 return true;
2535 } 2097 }
2098 else
2099 return false;
2536 } 2100 }
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 2101
2546 /* call this here - we also will call this in do_ericserver, but 2102 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2103 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2104 * called, so we recheck it here.
2549 */ 2105 */
2550 HandleClient (op->contr->socket, op->contr); 2106 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2107 return true;
2553 2108
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2109 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); 2110 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2111
2570 return 0; 2112 return false;
2571} 2113}
2572 2114
2573int 2115static int
2574save_life (object *op) 2116save_life (object *op)
2575{ 2117{
2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2577 return 0; 2119 return 0;
2578 2120
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 { 2123 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2124 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)); 2125 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 2126
2588 tmp->destroy (); 2127 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590 2129
2591 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp; 2131 op->stats.hp = op->stats.maxhp;
2593 2132
2594 if (op->stats.food < 0) 2133 if (op->stats.food < 0)
2595 op->stats.food = 999; 2134 op->stats.food = 999;
2596 2135
2597 fix_player (op); 2136 op->update_stats ();
2598 return 1; 2137 return 1;
2599 } 2138 }
2600 2139
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2140 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604 return 0; 2143 return 0;
2605} 2144}
2606 2145
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* 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 2147 * 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 2148 * function will descend into containers. op is the object to start the search
2610 * from. 2149 * from.
2611 */ 2150 */
2151static void
2152drop_unpaid_items (object *op, object *env)
2153{
2154 while (op)
2155 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157
2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2159 op->insert_at (env);
2160 else if (op->inv)
2161 drop_unpaid_items (op->inv, env);
2162
2163 op = next;
2164 }
2165}
2166
2612void 2167void
2613remove_unpaid_objects (object *op, object *env) 2168object::drop_unpaid_items ()
2614{ 2169{
2615 object *next; 2170 if (!flag [FLAG_REMOVED])
2616 2171 ::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} 2172}
2637
2638
2639/*
2640 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the
2643 * best, a misc file for object actions is probably better,
2644 * but there isn't one in the server directory.
2645 */
2646char *
2647gravestone_text (object *op)
2648{
2649 static char buf2[MAX_BUF];
2650 char buf[MAX_BUF];
2651 time_t now = time (NULL);
2652
2653 strcpy (buf2, " R.I.P.\n\n");
2654 if (op->type == PLAYER)
2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2656 else
2657 sprintf (buf, "%s\n", &op->name);
2658
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2663 else
2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2667 strcat (buf2, buf);
2668 if (op->type == PLAYER)
2669 {
2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2672 strcat (buf2, buf);
2673 }
2674
2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf);
2678
2679 return buf2;
2680}
2681
2682
2683 2173
2684void 2174void
2685do_some_living (object *op) 2175do_some_living (object *op)
2686{ 2176{
2687 int last_food = op->stats.food; 2177 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2183 int rate_grace = 2000;
2694 const int max_hp = 1; 2184 const int max_hp = 1;
2695 const int max_sp = 1; 2185 const int max_sp = 1;
2696 const int max_grace = 1; 2186 const int max_grace = 1;
2697 2187
2698 if (op->contr->outputs_sync) 2188 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 } 2189 {
2190 op->invisible = 1000;
2191 /* the socket code flashes the player visible/invisible
2192 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly.
2194 */
2195 if (pticks & 2)
2196 op->invisible--;
2197 }
2198 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2199 {
2200 if (!op->invisible--)
2201 {
2202 make_visible (op);
2203 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2204 }
2205 }
2704 2206
2705 if (op->contr->state == ST_PLAYING) 2207 if (op->contr->ns->state == ST_PLAYING)
2706 { 2208 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2209 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2210 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2211 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2212 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2213 else
2713 { 2214 {
2714 gen_hp = op->stats.maxhp; 2215 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2216 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2217 }
2218
2717 if (op->contr->gen_sp >= 0) 2219 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2220 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2221 else
2720 { 2222 {
2721 gen_sp = op->stats.maxsp; 2223 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2224 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2225 }
2226
2724 if (op->contr->gen_grace >= 0) 2227 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2229 else
2727 { 2230 {
2728 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2233 }
2731 2234
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 */ 2235 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2778 { 2238 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2239 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2240 op->stats.grace++; /* no penalty in food for regaining grace */
2241
2781 if (max_grace > 1) 2242 if (max_grace > 1)
2782 { 2243 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2244 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2245 if (over_grace > 0)
2785 { 2246 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2798 } 2259 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2800 } 2261 }
2801 2262
2263 if (op->stats.food > 0)
2264 {
2802 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2267 {
2807 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2269
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2810 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2811 op->stats.food--; 2277 op->stats.food--;
2278
2812 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2816 } 2284 }
2817 } 2285
2818 if (max_hp > 1) 2286 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2287 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2824 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2306 }
2826 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2827 { 2315 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2829 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2830 } 2341 }
2831 else 2342 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2344 }
2835 } 2345 }
2836 2346
2837 /* Digestion */ 2347 /* Digestion */
2838 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2839 { 2349 {
2840#ifdef COZY_SERVER 2350 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2351 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 2352
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2353 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2354
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2355 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2357 op->stats.food--;
2854 } 2358 }
2855 }
2856 2359
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2361 {
2859 object *tmp, *flesh = NULL; 2362 object *flesh = 0;
2860 2363
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2365 {
2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2370 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2371 op->statusmsg ("You blindly grab for a bite of food. "
2372 "H<To prevent you from starving, you ate some random item from your backpack.>");
2868 manual_apply (op, tmp, 0); 2373 manual_apply (op, tmp, 0);
2374
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2376 break;
2871 } 2377 }
2872 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2873 flesh = tmp; 2379 flesh = tmp;
2874 } /* End if paid for object */ 2380 }
2875 } /* end of for loop */ 2381
2876 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2383 * eat flesh instead.
2878 */ 2384 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2386 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2883 } 2399 {
2884 } /* end if player is starving */ 2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2885 2402
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2403 if (op->stats.hp < 0)
2887 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2888 2409
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2410 /* killer should be set here already */
2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2412 kill_player (op);
2413 }
2891} 2414}
2892
2893
2894 2415
2895/* If the player should die (lack of hp, food, etc), we call this. 2416/* 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 2417 * 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 2418 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2419 * file.
2899 */ 2420 */
2900void 2421void
2901kill_player (object *op) 2422kill_player (object *op)
2902{ 2423{
2903 char buf[MAX_BUF];
2904 int x, y; 2424 int x, y;
2905
2906 //int i;
2907 maptile *map; /* this is for resurrection */ 2425 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; 2426 int will_kill_again;
2915 archetype *at; 2427 archetype *at;
2916 object *tmp; 2428 object *tmp;
2917 2429
2918 if (save_life (op)) 2430 if (save_life (op))
2919 return; 2431 return;
2920 2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2921 2470
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* 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. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2474 */
2926 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2927 { 2476 {
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 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 2478
2953 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2480 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2955 if (tmp != NULL)
2956 { 2481 {
2957 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2958 tmp->name = buf; 2483 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; 2484 tmp->msg = format (
2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2486 &op->name, op->contr->title,
2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2491 tmp->material = name_to_material (shstr_organic);
2965 tmp->x = op->x, tmp->y = op->y; 2492 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2493 }
2968 2494
2969 /* teleport defeated player to new destination */ 2495 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2496 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2497 op->contr->braced = 0;
2498
2499 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972 return; 2500 return;
2973 } 2501 }
2974 2502
2503 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2504 deathtab << "T<YOU HAVE DIED>\n\n";
2505
2975 INVOKE_PLAYER (DEATH, op->contr); 2506 INVOKE_PLAYER (DEATH, op->contr);
2976 2507
2977 command_kill_pets (op, 0); 2508 command_kill_pets (op, 0);
2978 2509
2979 if (op->stats.food < 0) 2510 op->contr->play_sound (sound_find ("player_dies"));
2511
2512 /* save the map location for corpse, gravestone */
2513 x = op->x;
2514 y = op->y;
2515 map = op->map;
2516
2517 /* NOT_PERMADEATH code. This basically brings the character back to
2518 * life if they are dead - it takes some exp and a random stat.
2519 * See the config.h file for a little more in depth detail about this.
2520 */
2521
2522 /* Basically two ways to go - remove a stat permanently, or just
2523 * make it depletion. This bunch of code deals with that aspect
2524 * of death.
2525 */
2526#ifndef COZY_SERVER
2527 if (settings.balanced_stat_loss)
2980 { 2528 {
2981 if (op->contr->explore) 2529 /* If stat loss is permanent, lose one stat only. */
2982 { 2530 /* 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"); 2531 more if they do. */
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2532 /* Higher level characters can afford things such as potions of
2985 op->stats.food = 999; 2533 restoration, or better, stat potions. So we slug them that
2986 return; 2534 little bit harder. */
2987 } 2535 /* GD */
2988 sprintf (buf, "%s starved to death.", &op->name); 2536 if (settings.stat_loss_on_death)
2989 strcpy (op->contr->killer, "starvation"); 2537 num_stats_lose = 1;
2538 else
2539 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2990 } 2540 }
2991 else 2541 else
2992 { 2542 num_stats_lose = 1;
2993 if (op->contr->explore) 2543
2994 { 2544 lost_a_stat = 0;
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2545
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2546 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 } 2547 {
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2548 i = rndm (NUM_STATS);
3003 2549
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) 2550 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2551 {
3033 else 2552 /* Pick a random stat and take a point off it. Tell the player
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2553 * what he lost.
2554 */
2555 change_attr_value (&(op->stats), i, -1);
2556 check_stat_bounds (&(op->stats));
2557 change_attr_value (&(op->contr->orig_stats), i, -1);
2558 check_stat_bounds (&(op->contr->orig_stats));
2559 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2560 lost_a_stat = 1;
3035 } 2561 }
3036 else 2562 else
3037 { 2563 {
3038 num_stats_lose = 1; 2564 /* deplete a stat */
3039 } 2565 archetype *deparch = archetype::find (shstr_depletion);
3040 lost_a_stat = 0; 2566 object *dep;
3041 2567
3042 for (z = 0; z < num_stats_lose; z++) 2568 dep = present_arch_in_ob (deparch, op);
3043 { 2569 if (!dep)
3044 i = RANDOM () % NUM_STATS;
3045
3046 if (settings.stat_loss_on_death)
3047 { 2570 {
3048 /* Pick a random stat and take a point off it. Tell the player 2571 dep = arch_to_object (deparch);
3049 * what he lost. 2572 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 } 2573 }
3058 else 2574 lose_this_stat = 1;
2575 if (settings.balanced_stat_loss)
3059 { 2576 {
3060 /* deplete a stat */ 2577 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2578 /* Get the stat that we're about to deplete. */
3062 object *dep; 2579 this_stat = get_attr_value (&(dep->stats), i);
3063 2580 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2581 {
3067 dep = arch_to_object (deparch); 2582 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2583 int keep_chance = this_stat * this_stat;
3069 } 2584
3070 lose_this_stat = 1; 2585 /* 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) 2586 if (keep_chance < 1)
2587 keep_chance = 1;
2588
2589 /* There is a maximum depletion total per level. */
2590 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2591 {
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; 2592 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2593 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2594 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 } 2595 }
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 */ 2596 else
3112 if (this_stat >= -50)
3113 { 2597 {
3114 change_attr_value (&(dep->stats), i, -1); 2598 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; 2599 lose_this_stat = 0;
2600 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2601 this_stat, keep_chance, loss_chance,
2602 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2603 }
3120 } 2604 }
3121 } 2605 }
2606
2607 if (lose_this_stat)
2608 {
2609 this_stat = get_attr_value (&dep->stats, i);
2610 /* We could try to do something clever like find another
2611 * stat to reduce if this fails. But chances are, if
2612 * stats have been depleted to -50, all are pretty low
2613 * and should be roughly the same, so it shouldn't make a
2614 * difference.
2615 */
2616 if (this_stat >= -50)
2617 {
2618 change_attr_value (&(dep->stats), i, -1);
2619 SET_FLAG (dep, FLAG_APPLIED);
2620 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2621 op->update_stats ();
2622 lost_a_stat = 1;
2623 }
3122 } 2624 }
2625 }
2626 }
2627
3123 /* If no stat lost, tell the player. */ 2628 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2629 if (!lost_a_stat)
3125 { 2630 {
3126 /* determine_god() seems to not work sometimes... why is this? 2631 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2632 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2633 shstr_tmp god = determine_god (op);
3129 2634
3130 if (god && (strcmp (god, "none"))) 2635 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); 2636 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3132 else 2637 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2638 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3134 } 2639 }
3135#else 2640#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2641 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3137#endif 2642#endif
3138 2643
3139 /* Put a gravestone up where the character 'almost' died. List the 2644 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2645 * exp loss on the stone.
3141 */ 2646 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2647 tmp = arch_to_object (archetype::find (shstr_gravestone));
3143 sprintf (buf, "%s's gravestone", &op->name); 2648 tmp->name = format ("%s's gravestone", &op->name);
3144 tmp->name = buf; 2649 tmp->name_pl = format ("%s's gravestones", &op->name);
3145 sprintf (buf, "%s's gravestones", &op->name); 2650 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3146 tmp->name_pl = buf; 2651 &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; 2652 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2653 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2654
3152 /**************************************/ 2655 /**************************************/
3153 /* */ 2656 /* */
3154 /* Subtract the experience points, */ 2657 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */ 2658 /* */
3158 /**************************************/ 2659 /**************************************/
3159 2660
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)); */ 2661 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2662 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 2663
3189 /* 2664 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2665 * 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 2666 * and put them back in the map.
3192 * in the map. 2667 */
3193 */ 2668 op->drop_unpaid_items ();
3194 2669
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2670 /****************************************/
3199 /* */ 2671 /* */
3200 /* Move player to his current respawn- */ 2672 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2673 /* position (usually last savebed) */
3202 /* */ 2674 /* */
3203 /****************************************/ 2675 /****************************************/
3204 2676
3205 enter_player_savebed (op); 2677 enter_player_savebed (op);
3206 2678
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2679 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2680
3213 /* it is possible that the player has blown something up 2681 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2682 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2683 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2684 * on the space that might harm the player.
3217 */ 2685 */
3218 will_kill_again = 0; 2686 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2687 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2688 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2689 will_kill_again |= tmp->attacktype;
3222 2690
3223 if (will_kill_again) 2691 if (will_kill_again)
3224 { 2692 {
3225 object *force; 2693 object *force;
3226 int at; 2694 int at;
3227 2695
3228 force = get_archetype (FORCE_NAME); 2696 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2697 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2698 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2699 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2700 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2701 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2702 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2703 force->resist[at] = 100;
3236 2704
3237 insert_ob_in_ob (force, op); 2705 insert_ob_in_ob (force, op);
3238 fix_player (op); 2706 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 { 2707 }
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 2708
3251 op->contr->party = NULL; 2709 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} 2710}
3311 2711
3312 2712static void
3313void
3314loot_object (object *op) 2713loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2714{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2715 object *tmp, *tmp2, *next;
3317 2716
3318 if (op->container) 2717 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2718
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2719 for (tmp = op->inv; tmp; tmp = next)
3324 { 2720 {
3325 next = tmp->below; 2721 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2722
2723 if (tmp->invisible)
3327 continue; 2724 continue;
2725
3328 tmp->remove (); 2726 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2727 tmp->x = op->x, tmp->y = op->y;
2728
3330 if (tmp->type == CONTAINER) 2729 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2730 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2731
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2732 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2733 {
3336 if (tmp->nrof > 1) 2734 if (tmp->nrof > 1)
3337 { 2735 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2736 tmp->decrease (rndm (1, tmp->nrof - 1));
3339 tmp2->destroy ();
3340 insert_ob_in_map (tmp, op->map, NULL, 0); 2737 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 } 2738 }
3342 else 2739 else
3343 tmp->destroy (); 2740 tmp->destroy ();
3344 } 2741 }
3350/* 2747/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2748 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2749 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2750 * was changed.
3354 */ 2751 */
3355
3356void 2752void
3357fix_weight (void) 2753fix_weight ()
3358{ 2754{
3359 player *pl; 2755 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2756 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2757 sint32 old = pl->ob->carrying;
3364 2758
3365 if (old == sum) 2759 pl->ob->update_weight ();
3366 continue; 2760
3367 fix_player (pl->ob); 2761 if (old != pl->ob->carrying)
2762 {
2763 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2764 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2765 }
3369 } 2766 }
3370} 2767}
3371 2768
3372void 2769void
3373fix_luck (void) 2770fix_luck ()
3374{ 2771{
3375 player *pl; 2772 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2773 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2774 pl->ob->change_luck (0);
3380} 2775}
3381
3382 2776
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2777/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2778 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2779 * just treat this as any other spell casting object.
3386 */ 2780 */
3387
3388void 2781void
3389cast_dust (object *op, object *throw_ob, int dir) 2782cast_dust (object *op, object *throw_ob, int dir)
3390{ 2783{
3391 object *skop, *spob; 2784 object *skop, *spob;
3392 2785
3419} 2812}
3420 2813
3421void 2814void
3422make_visible (object *op) 2815make_visible (object *op)
3423{ 2816{
3424 op->hide = 0; 2817 op->flag [FLAG_HIDDEN] = 0;
3425 op->invisible = 0; 2818 op->invisible = 0;
2819
3426 if (op->type == PLAYER) 2820 if (op->type == PLAYER)
3427 { 2821 {
3428 op->contr->tmp_invis = 0; 2822 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 2823 op->contr->invis_race = 0;
3430 } 2824 }
2825
3431 update_object (op, UP_OBJ_FACE); 2826 update_object (op, UP_OBJ_CHANGE);
3432} 2827}
3433 2828
3434int 2829int
3435is_true_undead (object *op) 2830is_true_undead (object *op)
3436{ 2831{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2832 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 2833 return 1;
3441 2834
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; 2835 return 0;
3448} 2836}
3449 2837
3450/* look at the surrounding terrain to determine 2838/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 2839 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 2840 * indicate greater hideability.
3453 */ 2841 */
3454
3455int 2842int
3456hideability (object *ob) 2843hideability (object *ob)
3457{ 2844{
3458 int i, level = 0, mflag; 2845 int i, level = 0, mflag;
3459 sint16 x, y; 2846 sint16 x, y;
3460 2847
3461 if (!ob || !ob->map) 2848 if (!ob || !ob->map)
3462 return 0; 2849 return 0;
3463 2850
3464 /* so, on normal lighted maps, its hard to hide */ 2851 /* so, on normal lighted maps, its hard to hide */
3465 level = ob->map->darkness - 2; 2852 level = ob->map->darklevel () - 2;
3466 2853
3467 /* this also picks up whether the object is glowing. 2854 /* this also picks up whether the object is glowing.
3468 * If you carry a light on a non-dark map, its not 2855 * If you carry a light on a non-dark map, its not
3469 * as bad as carrying a light on a pitch dark map */ 2856 * as bad as carrying a light on a pitch dark map */
3470 if (has_carried_lights (ob)) 2857 if (ob->has_carried_lights ())
3471 level = -(10 + (2 * ob->map->darkness)); 2858 level = -(10 + (2 * ob->map->darklevel ()));
3472 2859
3473 /* scan through all nearby squares for terrain to hide in */ 2860 /* 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]) 2861 for (i = 0, x = ob->x, y = ob->y;
2862 i <= SIZEOFFREE1;
2863 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 { 2864 {
3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2865 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3477 if (mflag & P_OUT_OF_MAP) 2866 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue; 2867 continue;
3480 } 2868
3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2869 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3482 level += 2; 2870 level += 2;
3483 else /* open terrain! */ 2871 else /* open terrain! */
3484 level -= 1; 2872 level -= 1;
3485 } 2873 }
3493/* For Hidden creatures - a chance of becoming 'unhidden' 2881/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 2882 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 2883 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 2884 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 2885 */
3498
3499void 2886void
3500do_hidden_move (object *op) 2887do_hidden_move (object *op)
3501{ 2888{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2889 int hide = 0;
3503 object *skop;
3504 2890
3505 if (!op || !op->map) 2891 if (!op || !op->map)
3506 return; 2892 return;
3507 2893
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2894 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2895 int num = random_roll (0, 19, op, PREFER_LOW);
3509 2896
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 2897 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 2898 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 2899 if (!skop || num >= skop->level)
3514 { 2900 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 2902 make_visible (op);
3517 return; 2903 return;
3518 } 2904 }
3519 else 2905 else
3520 num += 20; 2906 num += 20;
3521 } 2907
3522 num += op->map->difficulty; 2908 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 2909 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 2910 num -= hide;
2911
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2912 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 2913 {
3527 make_visible (op); 2914 make_visible (op);
2915
3528 if (op->type == PLAYER) 2916 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 2918 }
3531 else if (op->type == PLAYER && skop) 2919 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2920 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 2921}
3536 2922
3537/* determine if who is standing near a hostile creature. */ 2923/* determine if who is standing near a hostile creature. */
3538 2924
3539int 2925int
3566 if (mflags & P_OUT_OF_MAP) 2952 if (mflags & P_OUT_OF_MAP)
3567 continue; 2953 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2954 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 2955 continue;
3570 2956
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2957 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 2958 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2959 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 2960 return 1;
3575 else if (tmp->type == PLAYER) 2961 else if (tmp->type == PLAYER)
3576 { 2962 {
3587 * object op. This function works fine for monsters, 2973 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 2974 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 2975 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 2976 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 2977 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 2978 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 2979 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 2980 * 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. 2981 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 2982 * -b.t.
3597 * This function is now map tiling safe. 2983 * This function is now map tiling safe.
3598 */ 2984 */
3599
3600int 2985int
3601player_can_view (object *pl, object *op) 2986player_can_view (object *pl, object *op)
3602{ 2987{
3603 rv_vector rv; 2988 rv_vector rv;
3604 int dx, dy; 2989 int dx, dy;
3606 if (pl->type != PLAYER) 2991 if (pl->type != PLAYER)
3607 { 2992 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 2993 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 2994 return -1;
3610 } 2995 }
2996
3611 if (!pl || !op) 2997 if (!pl || !op)
3612 return 0; 2998 return 0;
3613 2999
3614 if (op->head)
3615 {
3616 op = op->head; 3000 op = op->head_ ();
3617 } 3001
3618 get_rangevector (pl, op, &rv, 0x1); 3002 get_rangevector (pl, op, &rv, 0x1);
3619 3003
3620 /* starting with the 'head' part, lets loop 3004 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3005 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3006 * part that is in the los array but isn't on
3623 * a blocked los square. 3007 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3008 * we use the archetype to figure out offsets.
3625 */ 3009 */
3626 while (op) 3010 while (op)
3627 { 3011 {
3628 dx = rv.distance_x + op->arch->clone.x; 3012 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3013 dy = rv.distance_y + op->arch->y;
3630 3014
3631 /* only the viewable area the player sees is updated by LOS 3015 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; 3016 return 1;
3017
3639 op = op->more; 3018 op = op->more;
3640 } 3019 }
3641 return 0;
3642}
3643 3020
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; 3021 return 0;
3670} 3022}
3671 3023
3672/* op_on_battleground - checks if the given object op (usually 3024/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3025 * 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 3030 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 3031 */
3680int 3032int
3681op_on_battleground (object *op, int *x, int *y) 3033op_on_battleground (object *op, int *x, int *y)
3682{ 3034{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3035 /* 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), 3036 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3037 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3038 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3039 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3040 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3041 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3042 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3043 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 { 3044 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3045 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3046 && tmp->type == BATTLEGROUND
3047 && tmp->name == shstr_battleground
3048 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3049 {
3698 /*before we assign the exit, check if this is a teambattle */ 3050 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3051 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 { 3052 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3053 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3704 { 3054 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3706 { 3056 {
3707 if (x != NULL && y != NULL) 3057 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059
3709 return 1; 3060 return 1;
3710 } 3061 }
3711 } 3062 }
3712 } 3063 }
3064
3713 if (x != NULL && y != NULL) 3065 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3066 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3067
3715 return 1; 3068 return 1;
3716 } 3069 }
3717 } 3070 }
3718 } 3071 }
3072
3719 /* If we got here, did not find a battleground */ 3073 /* If we got here, did not find a battleground */
3720 return 0; 3074 return 0;
3721} 3075}
3722 3076
3723/* 3077/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3093 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3094 int i = 0, j = 0;
3741 3095
3742 /* get the appropriate treasurelist */ 3096 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3097 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3098 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3099 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3100 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3101 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3102 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3103 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3104 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3105
3752 if (trlist == NULL || who->type != PLAYER) 3106 if (trlist == NULL || who->type != PLAYER)
3753 return; 3107 return;
3754 3108
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3109 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3110
3757 if (tr == NULL || tr->item == NULL) 3111 if (!tr || !tr->item)
3758 { 3112 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3113 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3114 return;
3761 } 3115 }
3762 3116
3763 /* everything seems okay - now bring on the gift: */ 3117 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3118 item = tr->item;
3765 3119
3766 if (item->type == SPELL) 3120 if (item->type == SPELL)
3767 { 3121 {
3768 if (check_spell_known (who, item->name)) 3122 if (check_spell_known (who, item->name))
3769 return; 3123 return;
3828 { 3182 {
3829 /* forces in the treasurelist can alter the player's stats */ 3183 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3184 object *skin;
3831 3185
3832 /* first get the dragon skin force */ 3186 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3187 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3188 ;
3189
3834 if (skin == NULL) 3190 if (!skin)
3835 return; 3191 return;
3836 3192
3837 /* adding new spellpath attunements */ 3193 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3194 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3195 {
3871 else 3227 else
3872 { 3228 {
3873 /* generate misc. treasure */ 3229 /* generate misc. treasure */
3874 tmp = arch_to_object (tr->item); 3230 tmp = arch_to_object (tr->item);
3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3231 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); 3232 who->insert (tmp);
3877 if (who->type == PLAYER)
3878 esrv_send_item (who, tmp);
3879 } 3233 }
3880} 3234}
3881 3235
3882/** 3236/**
3883 * Unready an object for a player. This function does nothing if the object was 3237 * Unready an object for a player. This function does nothing if the object was
3884 * not readied. 3238 * not readied.
3885 */ 3239 */
3886void 3240void
3887player_unready_range_ob (player *pl, object *ob) 3241player_unready_range_ob (player *pl, object *ob)
3888{ 3242{
3889 rangetype i; 3243 if (pl->ob->current_weapon == ob)
3244 pl->ob->current_weapon = 0;
3890 3245
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3246 if (pl->combat_ob == ob)
3892 { 3247 pl->combat_ob = 0;
3248
3893 if (pl->ranges[i] == ob) 3249 if (pl->ranged_ob == ob)
3894 { 3250 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3251}
3252
3253//-GPL
3254
3255sint8
3256player::darkness_at (maptile *map, int x, int y) const
3257{
3258 if (!ns)
3259 return LOS_BLOCKED;
3260
3261 int dx, dy;
3262 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3263 return LOS_BLOCKED;
3264
3265 x += dx - ns->current_x;
3266 y += dy - ns->current_y;
3267
3268 return blocked_los (x, y);
3269}
3270
3271void
3272player::infobox (const char *title, const char *msg, int color)
3273{
3274 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3275}
3276
3277void
3278player::statusmsg (const char *msg, int color)
3279{
3280 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3281}
3282
3283void
3284player::failmsg (const char *msg, int color)
3285{
3286 play_sound (sound_find ("generic_failure"));
3287 statusmsg (msg, color);
3288}
3289

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