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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.231 by root, Sat Oct 3 18:46:26 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
82 int comp; 43 int comp;
83 int size; 44 int size;
84 45
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 48 return;
89 } 49
90 motd[0] = '\0'; 50 motd[0] = '\0';
91 size = 0; 51 size = 0;
52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
57
96 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 59 size += strlen (buf);
98 } 60 }
61
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
101} 64}
102 65
103void 66void
109 int comp; 72 int comp;
110 int size; 73 int size;
111 74
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 77 return;
116 } 78
117 rules[0] = '\0'; 79 rules[0] = '\0';
118 size = 0; 80 size = 0;
81
119 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
120 { 83 {
121 if (*buf == '#') 84 if (*buf == '#')
122 continue; 85 continue;
86
123 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
124 { 88 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 90 break;
127 } 91 }
92
128 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 94 size += strlen (buf);
130 } 95 }
96
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
133} 99}
134 100
135void 101void
143 int size; 109 int size;
144 110
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 113 return;
114
148 news[0] = '\0'; 115 news[0] = '\0';
149 subject[0] = '\0'; 116 subject[0] = '\0';
150 size = 0; 117 size = 0;
118
151 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
152 { 120 {
153 if (*buf == '#') 121 if (*buf == '#')
154 continue; 122 continue;
123
155 if (*buf == '%') 124 if (*buf == '%')
156 { /* send one news */ 125 { /* send one news */
157 if (size > 0) 126 if (size > 0)
158 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
159 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
160 strip_endline (subject); 133 strip_endline (subject);
161 size = 0; 134 size = 0;
162 news[0] = '\0'; 135 news[0] = '\0';
163 } 136 }
172 size += strlen (buf); 145 size += strlen (buf);
173 } 146 }
174 } 147 }
175 148
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
178 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 152}
288 153
289/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
290static void 155static void
291set_first_map (object *op) 156set_first_map (object *op)
292{ 157{
293 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
294 op->x = -1; 159 op->x = -1;
295 op->y = -1; 160 op->y = -1;
296 enter_exit (op, NULL);
297} 161}
298 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
299/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
301 * mode. 385 * mode.
302 */ 386 */
303 387player *
304int 388player::create ()
305add_player (client *ns)
306{ 389{
307 player *p = new player; 390 player *pl = new player;
308 391
309 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 393
312 p->next = first_player; 394 pl->ob->roll_stats ();
313 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
314 397
315 p = get_player (p);
316
317 set_first_map (p->ob); 398 set_first_map (pl->ob);
318 399
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 400 return pl;
327} 401}
328 402
329/* 403/*
330 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
333 */ 407 */
334archetype * 408archetype *
335get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
336{ 410{
337 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
338 418
339 for (;;) 419 for (;;)
340 { 420 {
341 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
342 at = first_archetype; 422 i = archetypes.begin ();
343 else 423 else if (*i == at)
344 at = at->next; 424 cleanup ("not a single player archetype found");
425
345 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
346 return at; 427 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 428 }
353} 429}
354
355 430
356object * 431object *
357get_nearest_player (object *mon) 432get_nearest_player (object *mon)
358{ 433{
359 object *op = NULL; 434 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 435 objectlink *ol;
362 unsigned lastdist; 436 unsigned lastdist;
363 rv_vector rv; 437 rv_vector rv;
364 438
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 440 {
367 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop.
371 */
372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
374 object *tmp = ol->ob;
375
376 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared.
378 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
380 ol = ol->next;
381 remove_friendly_object (tmp);
382 if (!ol)
383 return op;
384 }
385
386 /* Remove special check for player from this. First, it looks to cause
387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
388 * complicated method of state checking would be needed in any case -
389 * as it was, a clever player could type quit, and the function would
390 * skip them over while waiting for confirmation. Remove
391 * on_same_map check, as can_detect_enemy also does this
392 */
393 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
394 continue; 442 continue;
395 443
396 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
397 { 445 {
398 op = ol->ob; 446 op = ol->ob;
399 lastdist = rv.distance; 447 lastdist = rv.distance;
400 } 448 }
401 } 449 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 450
403 { 451 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
408 { 454 {
409 op = pl->ob; 455 op = pl->ob;
410 lastdist = rv.distance; 456 lastdist = rv.distance;
411 } 457 }
412 } 458
413 }
414#if 0 459#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 521 x = mon->x;
478 y = mon->y; 522 y = mon->y;
479 m = mon->map; 523 m = mon->map;
480 dir = rv.direction; 524 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
483 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 529 if (diff > max)
485 return 0; 530 return 0;
531
486 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
487 { 533 {
488 lastx = x; 534 lastx = x;
489 lasty = y; 535 lasty = y;
490 lastmap = m; 536 lastmap = m;
572 max--; 618 max--;
573 lastdir = dir; 619 lastdir = dir;
574 if (!firstdir) 620 if (!firstdir)
575 firstdir = dir; 621 firstdir = dir;
576 } 622 }
623
577 if (diff <= 1) 624 if (diff <= 1)
578 { 625 {
579 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 627 * headed toward player for entire distance.
581 */ 628 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 631 }
632
585 if (diff > max) 633 if (diff > max)
586 return 0; 634 return 0;
587 } 635 }
636
588 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
589 if (!max) 638 if (!max)
590 return 0; 639 return 0;
591 640
592 return firstdir; 641 return firstdir;
593} 642}
594 643
595void 644void
596give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
597{ 646{
598 object *op, *next = NULL;
599
600 if (pl->randomitems != NULL) 647 if (pl->randomitems)
601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
602 649
603 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
604 { 651 {
605 next = op->below; 652 next = op->below;
606 653
607 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
608 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
613 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
614 * by this player due to race restrictions 661 * by this player due to race restrictions
615 */ 662 */
616 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
617 { 664 {
618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
619 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
620 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
621 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
623 { 672 {
624 op->destroy (); 673 op->destroy ();
625 continue; 674 continue;
626 } 675 }
627 } 676 }
628 677
629 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
630 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
631 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */ 681 */
635 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
636 { 683 {
637 object *tmp;
638
639 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 { 686 {
645 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
647 continue; 690 break;
648 } 691 }
649 692
650 if (op->nrof > 1) 693 if (op->nrof > 1)
651 op->nrof = 1; 694 op->nrof = 1;
652 } 695 }
653 696
654 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
655 {
656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
657 }
658 699
659 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
660 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
661 * merged properly. 702 * merged properly.
662 */ 703 */
663 if (need_identify (op)) 704 if (need_identify (op))
664 { 705 {
665 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
666 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
667 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
668 } 709 }
710
669 if (op->type == SPELL) 711 if (op->type == SPELL)
670 { 712 {
671 op->destroy (); 713 op->destroy ();
672 continue; 714 continue;
673 } 715 }
675 { 717 {
676 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
677 op->stats.exp = 0; 719 op->stats.exp = 0;
678 op->level = 1; 720 op->level = 1;
679 } 721 }
680 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
681 else
682 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
683 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
684 725
685 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
686 link_player_skills (pl); 727 pl->contr->link_skills ();
687}
688
689void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770} 728}
771 729
772void 730void
773get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
774{ 732{
775 if (party == NULL) 733 if (party == NULL)
776 { 734 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 735 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 736 return;
779 } 737 }
738
780 op->contr->write_buf[0] = '\0'; 739 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 740 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 741 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 742 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 743}
785
786 744
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 746static int
789roll_stat (void) 747roll_stat (void)
790{ 748{
791 int a[4], i, j, k; 749 int a[4], i, j, k;
792 750
793 for (i = 0; i < 4; i++) 751 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 752 a[i] = (int) rndm (6) + 1;
795 753
796 for (i = 0, j = 0, k = 7; i < 4; i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 755 if (a[i] < k)
798 k = a[i], j = i; 756 k = a[i], j = i;
799 757
800 for (i = 0, k = 0; i < 4; i++) 758 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 759 if (i != j)
803 k += a[i]; 760 k += a[i];
804 } 761
805 return k; 762 return k;
806} 763}
807 764
808void 765void
809roll_stats (object *op) 766object::roll_stats ()
810{ 767{
768 int statsort [NUM_STATS];
769
770 for (;;)
771 {
811 int sum = 0; 772 int sum = 0;
812 int i = 0, j = 0; 773 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 774 sum += statsort [i] = roll_stat ();
814 775
815 do 776 if (sum >= 82 && sum <= 116)
777 break;
816 { 778 }
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 }
826 while (sum < 82 || sum > 116);
827 779
828 /* Sort the stats so that rerolling is easier... */ 780 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 782
837 /* a quick and dirty bubblesort? */ 783 for (int i = 0; i < NUM_STATS; ++i)
838 do 784 stats.stat (i) = statsort [i];
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853 785
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 786 stats.exp = 0;
873 op->stats.ac = 0; 787 stats.ac = 0;
874 788
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 789 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 790 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 791 stats.grace = stats.maxgrace;
792
793 if (contr)
794 {
795 contr->levhp[1] = 9;
796 contr->levsp[1] = 6;
797 contr->levgrace[1] = 3;
798
883 op->contr->orig_stats = op->stats; 799 contr->orig_stats = stats;
800 }
884} 801}
885 802
886void 803void
887Roll_Again (object *op) 804object::swap_stats (int a, int b)
888{ 805{
889 esrv_new_player (op->contr, 0); 806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 807
894void 808 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 809 stats.stat (i) = contr->orig_stats.stat (i);
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
813 stats.ac = 0;
814
815 level = 1;
816 stats.exp = 0;
817 stats.ac = 0;
818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
829 contr->orig_stats = stats;
830 }
831}
832
833static void
834start_info (object *op)
896{ 835{
897 signed char tmp;
898 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
899 837
900 if (op->contr->Swap_First == -1) 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf);
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 840}
1015 841
1016/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1020 * not the class. 846 * not the class.
1021 */ 847 */
1022 848void
1023int 849player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 850{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr);
1040 853
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 855 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1044 857
1045 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1047 860
1048 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1049 862
1050 if (op->msg) 863 if (ob->msg)
1051 op->msg = NULL; 864 ob->msg = 0;
1052 865
1053 /* We create this now because some of the unique maps will need it
1054 * to save here.
1055 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf);
1058
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 866 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 868 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op);
1066 esrv_send_inventory (op, op); 869 esrv_send_inventory (ob, ob);
1067 fix_player (op); 870 ob->update_stats ();
1068 871
1069 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
1070 * is one for this race 873 * is one for this race
1071 */ 874 */
1072 if (*first_map_ext_path) 875 if (*first_map_ext_path)
1073 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1074 object *tmp;
1075 char mapname[MAX_BUF];
1076
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1078 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the
1084 * default initial map */
1085 tmp->destroy ();
1086 }
1087 else 877 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 879}
1091 return 0;
1092 }
1093 880
881void
882player::chargen_race_next ()
883{
1094 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
1096 */ 886 */
1097 887
1098 tmp_loop = 0; 888 do
1099 while (!tmp_loop)
1100 { 889 {
1101 shstr name = op->name; 890 shstr name = ob->name;
1102 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
1103 892
1104 remove_statbonus (op); 893 ob->remove_statbonus ();
1105 op->remove (); 894 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 895 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 896 ob->arch->copy_to (ob);
1108 op->instantiate (); 897 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 899 ob->name = ob->name_pl = name;
1111 op->x = x; 900 ob->x = x;
1112 op->y = y; 901 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 905 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 906 }
907 while (!allowed_class (ob));
1119 908
1120 update_object (op, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 910 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 911 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 914 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 915}
1182 916
1183void 917void
1184flee_player (object *op) 918flee_player (object *op)
1185{ 919{
1191 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
1192 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
1193 return; 927 return;
1194 } 928 }
1195 929
1196 if (op->enemy == NULL) 930 if (!op->enemy)
1197 { 931 {
1198 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
1199 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1200 return; 934 return;
1201 } 935 }
1202 936
1203 /* Seen some crashes here. Since we don't store an
1204 * op->enemy_count, it is possible that something destroys the
1205 * actual enemy, and the object is recycled.
1206 */
1207 if (op->enemy->map == NULL)
1208 {
1209 CLEAR_FLAG (op, FLAG_SCARED);
1210 op->enemy = NULL;
1211 return;
1212 }
1213
1214 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 { 938 {
1216 op->enemy = NULL; 939 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 941 return;
1219 } 942 }
943
1220 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1221 945
1222 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1224 { 948 {
1225 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1226 950
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 952 return;
1230 }
1231 } 953 }
954
1232 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 957 op->enemy = NULL;
1235} 958}
1236 959
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 961 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 962 * stop.
1241 */ 963 */
1242int 964int
1243check_pick (object *op) 965check_pick (object *op)
1244{ 966{
1245 object *tmp, *next; 967 object *tmp, *next;
1246 int stop = 0; 968 int stop = 0;
1247 int j, k, wvratio; 969 int wvratio;
1248 char putstring[128], tmpstr[16];
1249 970
1250 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1252 return 1; 973 return 1;
1253 974
1254 next = op->below; 975 next = op->below;
1255 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1256 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1257 * destroyed */ 981 * destroyed */
1258 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1259 { 983 {
1260 tmp = next; 984 tmp = next;
1261 next = tmp->below; 985 next = tmp->below;
1262 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1263 if (op->destroyed ()) 993 if (op->destroyed ())
1264 return 0; 994 return 0;
1265 995
1266 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1267 continue; 997 continue;
1268 998
1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1270 { 1000 {
1271 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1272 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1273 continue; 1004 continue;
1274 } 1005 }
1275 1006
1276 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1277 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1278 { 1069 {
1279 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1280 { 1129 {
1281 case 0: 1130 CHK_PICK_PICKUP;
1282 return 1; /* don't pick up */ 1131 continue;
1283 case 1:
1284 pick_up (op, tmp);
1285 return 1;
1286 case 2:
1287 pick_up (op, tmp);
1288 return 0;
1289 case 3:
1290 return 0; /* stop before pickup */
1291 case 4:
1292 pick_up (op, tmp);
1293 break;
1294 case 5:
1295 pick_up (op, tmp);
1296 stop = 1;
1297 break;
1298 case 6:
1299 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1300 pick_up (op, tmp);
1301 break;
1302
1303 case 7:
1304 if (tmp->type == MONEY || tmp->type == GEM)
1305 pick_up (op, tmp);
1306 break;
1307
1308 default:
1309 /* use value density */
1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1311 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1312 pick_up (op, tmp);
1313 } 1132 }
1314 } 1133 }
1315 else 1134
1316 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1317 /* NEW pickup handling */
1318 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1319 { 1138 {
1320 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1321 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 }
1358 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for
1363 * example.
1364 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#>
1367 */
1368
1369 /* the first two modes are exclusive: if NOTHING we return, if
1370 * STOP then we stop. All the rest are applied sequentially,
1371 * meaning if any test passes, the item gets picked up. */
1372
1373 /* if mode is set to pick nothing up, return */
1374
1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1377
1378 /* if mode is set to stop when encountering objects, return */
1379 /* take STOP before INHIBIT since it doesn't actually pick
1380 * anything up */
1381
1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1384
1385 /* useful for going into stores and not losing your settings... */
1386 /* and for battles wher you don't want to get loaded down while
1387 * fighting */
1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1390
1391 /* prevent us from turning into auto-thieves :) */
1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue; 1140 continue;
1141 }
1394 1142
1395 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1397 continue; 1148 continue;
1149 }
1398 1150
1399 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1400 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1401 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1402 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1403 { 1222 {
1404 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1405 continue; 1224 continue;
1406 } 1225 }
1226 }
1407 1227
1228 /* misc stuff that's useful */
1408 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1409 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1410 { 1231 {
1411 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1412 continue; 1233 continue;
1413 } 1234 }
1414 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1415 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1416 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1417 { 1243 */
1418 pick_up (op, tmp);
1419 continue;
1420 }
1421
1422 /* spellbooks, skillscrolls and normal books/scrolls */
1423 if (op->contr->mode & PU_SPELLBOOK)
1424 if (tmp->type == SPELLBOOK)
1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 if (op->contr->mode & PU_SKILLSCROLL)
1431 if (tmp->type == SKILLSCROLL)
1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1437 if (op->contr->mode & PU_READABLES)
1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1443
1444 /* wands/staves/rods/horns */
1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* pick up all magical items */
1453 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1454 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 if (op->contr->mode & PU_VALUABLES)
1461 { 1246 {
1462 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1463 { 1250 {
1464 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1465 continue;
1466 } 1252 }
1467 }
1468
1469 /* rings & amulets - talismans seems to be typed AMULET */
1470 if (op->contr->mode & PU_JEWELS)
1471 if (tmp->type == RING || tmp->type == AMULET)
1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* bows and arrows. Bows are good for selling! */
1486 if (op->contr->mode & PU_BOW)
1487 if (tmp->type == BOW)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 if (op->contr->mode & PU_ARROW)
1494 if (tmp->type == ARROW)
1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1499
1500 /* all kinds of armor etc. */
1501 if (op->contr->mode & PU_ARMOUR)
1502 if (tmp->type == ARMOUR)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 if (op->contr->mode & PU_HELMET)
1509 if (tmp->type == HELMET)
1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1515 if (op->contr->mode & PU_SHIELD)
1516 if (tmp->type == SHIELD)
1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1522 if (op->contr->mode & PU_BOOTS)
1523 if (tmp->type == BOOTS)
1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1529 if (op->contr->mode & PU_GLOVES)
1530 if (tmp->type == GLOVES)
1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1536 if (op->contr->mode & PU_CLOAK)
1537 if (tmp->type == CLOAK)
1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1542
1543 /* hoping to catch throwing daggers here */
1544 if (op->contr->mode & PU_MISSILEWEAPON)
1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* careful: chairs and tables are weapons! */
1552 if (op->contr->mode & PU_ALLWEAPON)
1553 {
1554 if (tmp->type == WEAPON && tmp->name != NULL)
1555 {
1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1564 if (tmp->type == WEAPON && tmp->name == NULL)
1565 {
1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1567 {
1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1572 }
1573
1574 /* misc stuff that's useful */
1575 if (op->contr->mode & PU_KEY)
1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581
1582 /* any of the last 4 bits set means we use the ratio for value
1583 * pickups */
1584 if (op->contr->mode & PU_RATIO)
1585 {
1586 /* use value density to decide what else to grab */
1587 /* >=7 was >= op->contr->mode */
1588 /* >=7 is the old standard setting. Now we take the last 4 bits
1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1591 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1592 {
1593 pick_up (op, tmp);
1594#if 0
1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1596 if (tmp->name != NULL)
1597 {
1598 fprintf (stderr, "%s", tmp->name);
1599 }
1600 else 1253 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1604#endif 1257#endif
1258 CHK_PICK_PICKUP;
1605 continue; 1259 continue;
1606 }
1607 } 1260 }
1608 } /* the new pickup model */ 1261 } /* the new pickup model */
1609 } 1262 }
1610 1263
1611 return !stop; 1264 return !stop;
1617 * found object is returned. 1270 * found object is returned.
1618 */ 1271 */
1619object * 1272object *
1620find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1621{ 1274{
1622 object *tmp = NULL;
1623
1624 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1628 return op; 1284 return arrow;
1285 }
1286
1629 return tmp; 1287 return 0;
1630} 1288}
1631 1289
1632/* 1290/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1295 */
1638
1639object * 1296object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1641{ 1298{
1642 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1644 1301
1645 if (!type) 1302 if (!type)
1649 { 1306 {
1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651 { 1308 {
1652 i = 0; 1309 i = 0;
1653 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1654 if (i > betterby) 1312 if (i > betterby)
1655 { 1313 {
1656 tmp = ntmp; 1314 tmp = ntmp;
1657 betterby = i; 1315 betterby = i;
1658 } 1316 }
1659 } 1317 }
1660 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1661 { 1319 {
1662 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1664 { 1322 {
1665 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1666 { 1324 {
1667 *better = 100; 1325 *better = 100;
1668 return arrow; 1326 return arrow;
1676 else 1334 else
1677 { 1335 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1337 {
1680 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1683 { 1341 {
1684 tmp = arrow; 1342 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1686 } 1344 }
1687 } 1345 }
1346
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1348 {
1690 tmp = arrow; 1349 tmp = arrow;
1691 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1692 } 1351 }
1352
1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694 { 1354 {
1695 tmp = arrow; 1355 tmp = arrow;
1696 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1697 } 1357 }
1698 } 1358 }
1699 } 1359 }
1700 } 1360 }
1361
1701 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1702 return find_arrow (op, type); 1363 return find_arrow (op, type);
1703 1364
1704 *better = betterby; 1365 *better = betterby;
1705 return tmp; 1366 return tmp;
1709 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1371 * op = the shooter
1711 * type = bow->race 1372 * type = bow->race
1712 * dir = fire direction 1373 * dir = fire direction
1713 */ 1374 */
1714
1715object * 1375object *
1716pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1717{ 1377{
1718 object *tmp = NULL; 1378 object *tmp = NULL;
1719 maptile *m; 1379 maptile *m;
1720 int i, mflags, found, number; 1380 int i, mflags, found, number;
1721 sint16 x, y; 1381 sint16 x, y;
1736 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1737 { 1397 {
1738 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1739 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1740 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 { 1403 {
1743 tmp = NULL; 1404 tmp = 0;
1744 break; 1405 break;
1745 } 1406 }
1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 { 1408 {
1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1750 */ 1411 */
1751 tmp = NULL; 1412 tmp = 0;
1752 break; 1413 break;
1753 } 1414 }
1415
1754 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1755 {
1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1758 {
1759 found++;
1760 break;
1761 }
1762 if (found)
1763 break; 1419 break;
1764 }
1765 } 1420 }
1766 if (tmp == NULL) 1421
1422 if (!tmp)
1767 return find_arrow (op, type); 1423 return find_arrow (op, type);
1768 1424
1769 if (tmp->head) 1425 if (tmp->head)
1770 tmp = tmp->head; 1426 tmp = tmp->head;
1771 1427
1784 */ 1440 */
1785int 1441int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1443{
1788 object *left, *bow; 1444 object *left, *bow;
1789 int bowspeed, mflags; 1445 int mflags;
1790 maptile *m; 1446 maptile *m;
1791 1447
1792 if (!dir) 1448 if (!dir)
1793 { 1449 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1451 return 0;
1796 } 1452 }
1797 if (op->type == PLAYER) 1453
1798 bow = op->contr->ranges[range_bow]; 1454 if (op->contr)
1455 bow = op->current_weapon;
1799 else 1456 else
1800 { 1457 {
1801 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1460 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1465 if (!bow)
1809 { 1466 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1468 return 0;
1812 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 splay (bow);
1813 } 1473 }
1474
1814 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1815 { 1476 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1478 return 0;
1818 } 1479 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1480
1828 if (arrow == NULL) 1481 if (arrow == NULL)
1829 { 1482 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1483 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1484 {
1832 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1487 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1488 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1489 CLEAR_FLAG (op, FLAG_READY_BOW);
1490
1837 return 0; 1491 return 0;
1838 } 1492 }
1839 } 1493 }
1494
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1495 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1496 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1497 return 0;
1844 } 1498
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1499 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1500 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1501 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1502 return 0;
1849 } 1503 }
1850 1504
1851 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1852 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1853 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1854 arrow->destroy (); 1509 arrow->destroy ();
1855 return 0; 1510 return 0;
1856 } 1511 }
1857 1512
1858 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1860 if (arrow == NULL) 1515 if (!arrow)
1861 { 1516 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1518 return 0;
1864 } 1519 }
1520
1865 arrow->set_owner (op); 1521 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1522 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1523 arrow->direction = dir;
1869 arrow->x = sx; 1524
1870 arrow->y = sy; 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1526 arrow->stats.hp = arrow->stats.dam;
1527 arrow->stats.grace = arrow->attacktype;
1528 arrow->custom_name = arrow->slaying;
1529
1530#if 0
1531 if (player *pl = op->contr)
1532 {
1533 float speed = pl->weapon_sp;
1534
1535 /* penalize ROF for bestarrow */
1536 if (pl->bowtype == bow_bestarrow)
1537 speed *= .9f;
1538 else
1539 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540
1541 op->speed_left += speed - op->speed;
1542 }
1543#endif
1544
1545 SET_ANIMATION (arrow, arrow->direction);
1546
1547 /* update the speed */
1548 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1549 + bow->stats.dam / 7.f;
1550
1551 arrow->set_speed (max (arrow->speed, 2.f));
1552 arrow->speed_left = 0;
1553
1554 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1555
1872 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1873 { 1557 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884
1885 /* Note that this was different for monsters - they got their level
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1558 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1559 wc -= dex_bonus[op->stats.Dex];
1560
1561 if (!arrow->slaying)
1562 arrow->slaying = op->slaying;
1563
1564 arrow->attacktype |= op->attacktype;
1907 } 1565 }
1908 else 1566 else
1909 { 1567 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1568 arrow->level = op->level;
1912 } 1569 arrow->stats.wc -= bow->magic;
1913 1570
1914 if (arrow->attacktype == AT_PHYSICAL) 1571 if (!arrow->slaying)
1572 arrow->slaying = bow->slaying;
1573
1915 arrow->attacktype |= bow->attacktype; 1574 arrow->attacktype |= bow->attacktype;
1575 }
1916 1576
1917 if (bow->slaying != NULL) 1577 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1578 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1579
1920 arrow->map = m; 1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1583
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1925 insert_ob_in_map (arrow, m, op, 0); 1585 m->insert (arrow, sx, sy, op);
1926 1586
1927 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1588 move_arrow (arrow);
1929
1930 if (op->type == PLAYER)
1931 {
1932 if (left->destroyed ())
1933 esrv_del_item (op->contr, left->count);
1934 else
1935 esrv_send_item (op, left);
1936 }
1937 1589
1938 return 1; 1590 return 1;
1939} 1591}
1940 1592
1941/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1946 * hence the function name. 1598 * hence the function name.
1947 */ 1599 */
1948int 1600int
1949player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1950{ 1602{
1951 int ret = 0, wcmod = 0; 1603 int ret;
1952 1604
1953 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1954 { 1606 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1608 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1610 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1960 wcmod = -1;
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1613 }
1963 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1964 { 1615 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968 } 1619 }
1969 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1621 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1625 }
1976 else 1626 else
1977 { 1627 {
1978 /* Simple case */ 1628 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1629 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1630 }
1631
1981 return ret; 1632 return ret;
1982} 1633}
1983
1984 1634
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1635/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1636 * Broken apart from 'fire' to keep it more readable.
1987 */ 1637 */
1988void 1638void
1989fire_misc_object (object *op, int dir) 1639fire_misc_object (object *op, int dir)
1990{ 1640{
1991 object *item; 1641 object *item = op->contr->ranged_ob;
1992 1642
1993 if (!op->contr->ranges[range_misc]) 1643 if (!item)
1994 { 1644 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1646 return;
1997 } 1647 }
1998 1648
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1649 if (!item->inv)
2001 { 1650 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1651 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1652 return;
2004 } 1653 }
1654
1655 if (!op->change_weapon (item))
1656 return;
1657
2005 if (item->type == WAND) 1658 if (item->type == WAND)
2006 { 1659 {
2007 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
2008 { 1661 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 op->contr->play_sound (sound_find ("wand_poof"));
2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664
2011 return; 1665 return;
2012 } 1666 }
2013 } 1667 }
2014 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
2015 { 1669 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2017 { 1675 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1677
2019 if (item->type == ROD) 1678 if (item->type == ROD)
2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1680 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682
2023 return; 1683 return;
2024 } 1684 }
2025 } 1685 }
2026 1686
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
2028 { 1688 {
2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
2030 if (item->type == WAND) 1691 if (item->type == WAND)
2031 { 1692 {
2032 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
2033 { 1694 {
2034 object *tmp; 1695 object *tmp;
2035 1696
2036 if (item->arch) 1697 if (item->arch)
2037 { 1698 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1700 item->face = item->arch->face;
2040 item->speed = 0; 1701 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1702 }
2043 if ((tmp = is_player_inv (item))) 1703
1704 if (object *pl = item->visible_to ())
2044 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
2045 } 1706 }
2046 } 1707 }
2047 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1709 drain_rod_charge (item);
2050 }
2051 } 1710 }
2052} 1711}
2053 1712
2054/* Received a fire command for the player - go and do it. 1713/* Received a fire command for the player - go and do it.
2055 */ 1714 */
2056void 1715bool
2057fire (object *op, int dir) 1716fire (object *op, int dir)
2058{ 1717{
2059 int spellcost = 0; 1718 int spellcost = 0;
1719
1720 player *pl = op->contr;
1721
1722 if (pl->golem)
1723 {
1724 control_golem (op->contr->golem, dir);
1725 return false;
1726 }
1727
1728 object *ob = pl->ranged_ob;
1729
1730 if (!ob)
1731 return false;
1732
1733 if (op->speed_left > 0.f)
1734 --op->speed_left;
1735 else
1736 return false;
1737
1738 if (!op->change_weapon (ob))
1739 return false;
2060 1740
2061 /* check for loss of invisiblity/hide */ 1741 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1742 if (action_makes_visible (op))
2063 make_visible (op); 1743 make_visible (op);
2064 1744
2065 switch (op->contr->shoottype) 1745 switch (ob->type)
2066 { 1746 {
2067 case range_none: 1747 case BOW:
2068 return;
2069
2070 case range_bow:
2071 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
2072 return; 1749 break;
2073 1750
2074 case range_magic: /* Casting spells */ 1751 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2076 return; 1753 break;
2077 1754
2078 case range_misc: 1755 case BUILDER:
1756 apply_map_builder (op, dir);
1757 break;
1758
1759 case SKILL:
1760 do_skill (op, op, ob, dir, 0);
1761 break;
1762
1763 default:
2079 fire_misc_object (op, dir); 1764 fire_misc_object (op, dir);
2080 return; 1765 break;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return;
2107 } 1766 }
2108}
2109 1767
2110 1768 return true;
1769}
2111 1770
2112/* find_key 1771/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1776 * pl is the player,
2118 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
2121 */ 1780 */
2122
2123object * 1781object *
2124find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
2125{ 1783{
2126 object *tmp, *key; 1784 object *tmp, *key;
2127 1785
2128 /* Should not happen, but sanity checking is never bad */ 1786 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1787 if (!container->inv)
2130 return NULL; 1788 return 0;
2131 1789
2132 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1792 {
2135 if (door->type == DOOR && tmp->type == KEY) 1793 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1794 break;
2137 /* For sanity, we should really check door type, but other stuff 1795 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1796 * (like containers) can be locked with special keys
2139 */ 1797 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1798 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1799 break;
2142 } 1800 }
1801
2143 /* No key found - lets search inventories now */ 1802 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1803 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1804 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1805 * a key, return
2147 */ 1806 */
2148 if (!tmp) 1807 if (!tmp)
2149 { 1808 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1809 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1810 {
2152 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1812 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1813 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1814 if ((key = find_key (pl, tmp, door)))
2156 return key; 1815 return key;
2157 } 1816 }
2158 } 1817 }
1818
2159 if (!tmp) 1819 if (!tmp)
2160 return NULL; 1820 return NULL;
2161 } 1821 }
1822
2162 /* We get down here if we have found a key. Now if its in a container, 1823 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1824 * see if we actually want to use it
2164 */ 1825 */
2165 if (pl != container) 1826 if (pl != container)
2166 { 1827 {
2180 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
2181 * all the others. 1842 * all the others.
2182 */ 1843 */
2183 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
2184 !QUERY_FLAG (container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2186 { 1847 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1848 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1849 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1850 return NULL;
2190 } 1851 }
2191 } 1852 }
1853
2192 return tmp; 1854 return tmp;
2193} 1855}
2194 1856
2195/* moved door processing out of move_player_attack. 1857/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1858 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1860 * 0 otherwise
2199 */ 1861 */
2200static int 1862static int
2201player_attack_door (object *op, object *door) 1863player_attack_door (object *op, object *door)
2202{ 1864{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1865 /* If its a door, try to find a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1866 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1867 * otherwise, we fall through to the rest of the code.
2207 */ 1868 */
2208 object *key = find_key (op, op, door); 1869 object *key = find_key (op, op, door);
2209 1870
2210 /* IF we found a key, do some extra work */ 1871 /* If we found a key, do some extra work */
2211 if (key) 1872 if (key)
2212 { 1873 {
2213 object *container = key->env; 1874 object *container = key->env;
2214 1875
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1876 if (action_makes_visible (op))
2217 make_visible (op); 1877 make_visible (op);
1878
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1879 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1880 spring_trap (door->inv, op);
1881
2220 if (door->type == DOOR) 1882 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1883 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1884 else if (door->type == LOCKED_DOOR)
2225 { 1885 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1886 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2227 remove_door2 (door); /* remove door without violence ;-) */ 1887 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1888 }
1889
2229 /* Do this after we print the message */ 1890 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1891 key->decrease (); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1892
2232 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container);
2234 return 1; /* Nothing more to do below */ 1893 return 1; /* Nothing more to do below */
2235 } 1894 }
2236 else if (door->type == LOCKED_DOOR) 1895 else if (door->type == LOCKED_DOOR)
2237 { 1896 {
2238 /* Might as well return now - no other way to open this */ 1897 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1898 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2240 return 1; 1899 return 1;
2241 } 1900 }
1901
2242 return 0; 1902 return 0;
2243} 1903}
2244 1904
2245/* This function is just part of a breakup from move_player. 1905/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 1906 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 1907 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 1908 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 1909 * going to try and move (not fire weapons).
2250 */ 1910 */
2251 1911bool
2252void
2253move_player_attack (object *op, int dir) 1912move_player_attack (object *op, int dir)
2254{ 1913{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 1914 int on_battleground;
2258 maptile *m;
2259 1915
2260 nx = freearr_x[dir] + op->x; 1916 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 1917 sint16 ny = freearr_y[dir] + op->y;
2262 1918
2263 on_battleground = op_on_battleground (op, NULL, NULL); 1919 on_battleground = op_on_battleground (op, 0, 0);
1920
1921 if (out_of_map (op->map, nx, ny))
1922 return false;
1923
1924 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1925 {
1926 --op->speed_left;
1927 return true;
1928 }
2264 1929
2265 /* If braced, or can't move to the square, and it is not out of the 1930 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 1931 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 1932 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 1933 * player. This is a pretty nasty hack, because if we could
2269 * move to some space, it then means that if we are braced, we should 1934 * move to some space, it then means that if we are braced, we should
2270 * do nothing at all. As it is, if we are braced, we go through 1935 * do nothing at all. As it is, if we are braced, we go through
2271 * quite a bit of processing. However, it probably is less than what 1936 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 1937 * move_ob uses.
2273 */ 1938 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1939 maptile *m = op->map->xy_find (nx, ny);
1940
1941 /* Go through all the objects, and find ones of interest. Only stop if
1942 * we find a monster - that is something we know we want to attack.
1943 * if its a door or barrel (can roll) see if there may be monsters
1944 * on the space
1945 */
1946 object *mon;
1947 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1948 {
1949 if ((mon->flag [FLAG_ALIVE]
1950 || mon->type == LOCKED_DOOR
1951 || mon->flag [FLAG_CAN_ROLL])
1952 && mon != op)
1953 break;
2275 { 1954 }
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1955
1956 if (!mon) /* This happens anytime the player tries to move */
1957 return false; /* into a wall */
1958
1959 mon = mon->head_ ();
1960
1961 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1962 if (op->contr->weapon_sp_left > 0.f)
1963 if (player_attack_door (op, mon))
1964 {
1965 --op->contr->weapon_sp_left;
1966 return true;
2277 { 1967 }
2278 m = get_map_from_coord (op->map, &nx, &ny); 1968
2279 if (!m) 1969 /* The following deals with possibly attacking peaceful
2280 return; /* Don't think this should happen */ 1970 * or friendly creatures. Basically, all players are considered
1971 * unaggressive. If the moving player has peaceful set, then the
1972 * object should be pushed instead of attacked. It is assumed that
1973 * if you are braced, you will not attack friends accidently,
1974 * and thus will not push them.
1975 */
1976
1977 /* If the creature is a pet, push it even if the player is not
1978 * peaceful. Our assumption is the creature is a pet if the
1979 * player owns it and it is either friendly or unagressive.
1980 */
1981 if (op->type == PLAYER
1982 && ((mon->owner && mon->owner->contr
1983 && same_party (mon->owner->contr->party, op->contr->party))
1984 || mon->owner == op)
1985 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1986 {
1987 /* If we're braced, we don't want to switch places with it */
1988 if (op->contr->braced)
1989 return false;
1990
1991 if (op->speed_left > 0.f)
1992 {
1993 --op->speed_left;
1994
1995 op->play_sound (sound_find ("push_player"));
1996 push_ob (mon, dir, op);
1997
1998 if (action_makes_visible (op))
1999 make_visible (op);
2000
2001 return true;
2281 } 2002 }
2282 else 2003 else
2283 m = op->map;
2284
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2004 return false;
2289 } 2005 }
2290 2006
2291 mon = NULL;
2292 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space
2296 */
2297 while (tmp != NULL)
2298 {
2299 if (tmp == op)
2300 {
2301 tmp = tmp->above;
2302 continue;
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp;
2308 break;
2309 }
2310
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */
2318 return; /* into a wall */
2319
2320 if (mon->head != NULL)
2321 mon = mon->head;
2322
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon))
2325 return;
2326
2327 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them.
2333 */
2334
2335 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive.
2338 */
2339 if ((op->type == PLAYER)
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2344#else
2345 && mon->owner == op
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 {
2349 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced)
2351 return;
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op);
2356 return;
2357 }
2358
2359 /* in certain circumstances, you shouldn't attack friendly 2007 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2008 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2009 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2010 * attack them either.
2363 */ 2011 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2012 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2013 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2014 && ((op->contr->peaceful
2367 (op->contr->peaceful 2015 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2016 && !on_battleground))
2369 && mon->contr-> 2017 {
2370 peaceful)) && 2018 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2019 {
2020 --op->speed_left;
2021
2376 if (!op->contr->braced) 2022 if (!op->contr->braced)
2377 { 2023 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2024 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2025 push_ob (mon, dir, op);
2380 } 2026 }
2381 else 2027 else
2382 { 2028 op->statusmsg ("You withhold your attack");
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2029
2384 }
2385 if (op->contr->tmp_invis || op->hide) 2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2386 make_visible (op); 2031 make_visible (op);
2387 }
2388 2032
2033 return true;
2034 }
2035 }
2389 /* If the object is a boulder or other rollable object, then 2036 /* If the object is a boulder or other rollable object, then
2390 * roll it if not braced. You can't roll it if you are braced. 2037 * roll it if not braced. You can't roll it if you are braced.
2391 */ 2038 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2039 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2040 {
2041 if (op->speed_left > 0.f)
2393 { 2042 {
2043 --op->speed_left;
2044
2394 recursive_roll (mon, dir, op); 2045 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2046 if (action_makes_visible (op))
2396 make_visible (op); 2047 make_visible (op);
2397 }
2398 2048
2049 return true;
2050 }
2051 }
2399 /* Any generic living creature. Including things like doors. 2052 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2053 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2054 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 2055 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 2056 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2057 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2058 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2059 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2060 {
2409 2061 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit)
2416 { 2062 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2063 --op->contr->weapon_sp_left;
2418 2064
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 }
2421
2422 skill_attack (mon, op, 0, NULL, NULL); 2065 skill_attack (mon, op, 0, 0, 0);
2423 2066
2424 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is
2427 * the wiz.
2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2433 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL);
2435 mon->stats.luck = luck;
2436 }
2437 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2438 make_visible (op); 2068 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2069
2443int 2070 return true;
2071 }
2072 }
2073
2074 return false;
2075}
2076
2077bool
2444move_player (object *op, int dir) 2078move_player (object *op, int dir)
2445{ 2079{
2446 int pick; 2080 int pick;
2447 2081
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2082 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2449 return 0; 2083 return 0;
2450 2084
2451 /* Sanity check: make sure dir is valid */ 2085 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2086 if ((dir < 0) || (dir >= 9))
2453 { 2087 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2088 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2089 return 0;
2456 } 2090 }
2457 2091
2458 /* peterm: added following line */ 2092 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2095
2462 op->facing = dir; 2096 op->facing = dir;
2463 2097
2464 if (op->hide) 2098 if (op->flag [FLAG_HIDDEN])
2465 do_hidden_move (op); 2099 do_hidden_move (op);
2466 2100
2101 bool retval;
2102
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2104 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2105 else if (op->contr->fire_on)
2470 fire (op, dir); 2106 retval = fire (op, dir);
2471 else 2107 else
2472 { 2108 {
2473 move_player_attack (op, dir); 2109 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2110 pick = check_pick (op);
2475 } 2111 }
2476 2112
2477 /* Add special check for newcs players and fire on - this way, the 2113 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2114 * server can handle repeat firing.
2479 */ 2115 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2116 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2117 op->direction = dir;
2483 }
2484 else 2118 else
2485 {
2486 op->direction = 0; 2119 op->direction = 0;
2487 } 2120
2488 /* Update how the player looks. Use the facing, so direction may 2121 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2122 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2123 * for players.
2491 */ 2124 */
2492 animate_object (op, op->facing); 2125 animate_object (op, op->facing);
2493 return 0; 2126
2127 return retval;
2494} 2128}
2495 2129
2496/* This is similar to handle_player, below, but is only used by the 2130/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2131 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2132 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2133 * the new speed values for commands.
2500 * 2134 *
2501 * Returns true if there are more actions we can do. 2135 * Returns true if there are more actions we can do. Should not do
2136 * many actions in a row, as that would be too unfair to other
2137 * players.
2502 */ 2138 */
2503int 2139bool
2504handle_newcs_player (object *op) 2140handle_newcs_player (object *op)
2505{ 2141{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2142 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2143 {
2528 flee_player (op); 2144 if (op->speed_left > 0.f)
2529 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 { 2145 {
2532 op->speed_left--; 2146 --op->speed_left;
2147 flee_player (op);
2148
2533 return 0; 2149 return true;
2534 } 2150 }
2151 else
2152 return false;
2535 } 2153 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2154
2545 /* call this here - we also will call this in do_ericserver, but 2155 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2156 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2157 * called, so we recheck it here.
2548 */ 2158 */
2549 op->contr->socket->handle_command (); 2159 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2160 return true;
2552 2161
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2162 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2557
2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction); 2163 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2164
2569 return 0; 2165 return false;
2570} 2166}
2571 2167
2572int 2168int
2573save_life (object *op) 2169save_life (object *op)
2574{ 2170{
2576 return 0; 2172 return 0;
2577 2173
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 { 2176 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2177 op->play_sound (sound_find ("ob_evaporate"));
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2178 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583
2584 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count);
2586 2179
2587 tmp->destroy (); 2180 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE); 2181 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589 2182
2590 if (op->stats.hp < 0) 2183 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2592 2185
2593 if (op->stats.food < 0) 2186 if (op->stats.food < 0)
2594 op->stats.food = 999; 2187 op->stats.food = 999;
2595 2188
2596 fix_player (op); 2189 op->update_stats ();
2597 return 1; 2190 return 1;
2598 } 2191 }
2599 2192
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2193 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2194 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 return 0; 2196 return 0;
2604} 2197}
2605 2198
2606/* This goes throws the inventory and removes unpaid objects, and puts them 2199/* This goes throws the inventory and removes unpaid objects, and puts them
2607 * back in the map (location and map determined by values of env). This 2200 * back in the map (location and map determined by values of env). This
2608 * function will descend into containers. op is the object to start the search 2201 * function will descend into containers. op is the object to start the search
2609 * from. 2202 * from.
2610 */ 2203 */
2204static void
2205drop_unpaid_items (object *op, object *env)
2206{
2207 while (op)
2208 {
2209 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2210
2211 if (QUERY_FLAG (op, FLAG_UNPAID))
2212 op->insert_at (env);
2213 else if (op->inv)
2214 drop_unpaid_items (op->inv, env);
2215
2216 op = next;
2217 }
2218}
2219
2611void 2220void
2612remove_unpaid_objects (object *op, object *env) 2221object::drop_unpaid_items ()
2613{ 2222{
2614 object *next; 2223 if (!flag [FLAG_REMOVED])
2615 2224 ::drop_unpaid_items (inv, this);
2616 while (op)
2617 {
2618 next = op->below; /* Make sure we have a good value, in case
2619 * we remove object 'op'
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0);
2629 }
2630 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env);
2632
2633 op = next;
2634 }
2635} 2225}
2636
2637 2226
2638/* 2227/*
2639 * Returns pointer a static string containing gravestone text 2228 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2229 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2230 * actually uses this function. player.c may not be quite the
2642 * best, a misc file for object actions is probably better, 2231 * best, a misc file for object actions is probably better,
2643 * but there isn't one in the server directory. 2232 * but there isn't one in the server directory.
2644 */ 2233 */
2645char * 2234const char *
2646gravestone_text (object *op) 2235gravestone_text (object *op)
2647{ 2236{
2648 static char buf2[MAX_BUF]; 2237 static dynbuf_text buf;
2649 char buf[MAX_BUF];
2650 time_t now = time (NULL);
2651 2238
2652 strcpy (buf2, " R.I.P.\n\n"); 2239 buf << "---- R.I.P. ----\n\n"
2240 << op->name;
2241
2653 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2243 buf << " the " << op->contr->title;
2655 else
2656 sprintf (buf, "%s\n", &op->name);
2657 2244
2658 strncat (buf2, " ", 20 - strlen (buf) / 2); 2245 buf << "\n\n";
2659 strcat (buf2, buf); 2246
2247 buf << "who was level ";
2248 buf << (sint32)op->level << "\n\n" // OO breakdown
2249 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2250
2660 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2661 sprintf (buf, "who was in level %d when killed\n", op->level); 2252 buf << "by " << op->contr->killer_name () << ".\n\n";
2662 else
2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664 2253
2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2666 strcat (buf2, buf);
2667 if (op->type == PLAYER)
2668 { 2254 {
2669 sprintf (buf, "by %s.\n\n", op->contr->killer); 2255 static char buf2[128];
2670 strncat (buf2, " ", 21 - strlen (buf) / 2); 2256 time_t now = time (NULL);
2671 strcat (buf2, buf);
2672 }
2673
2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2257 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2258 buf << buf2;
2676 strcat (buf2, buf); 2259 }
2677 2260
2678 return buf2; 2261 return buf;
2679} 2262}
2680
2681
2682 2263
2683void 2264void
2684do_some_living (object *op) 2265do_some_living (object *op)
2685{ 2266{
2686 int last_food = op->stats.food; 2267 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2273 int rate_grace = 2000;
2693 const int max_hp = 1; 2274 const int max_hp = 1;
2694 const int max_sp = 1; 2275 const int max_sp = 1;
2695 const int max_grace = 1; 2276 const int max_grace = 1;
2696 2277
2697 if (op->contr->outputs_sync) 2278 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2279 {
2280 op->invisible = 1000;
2281 /* the socket code flashes the player visible/invisible
2282 * depending on the value of invisible, so we need to
2283 * alternate it here for it to work correctly.
2284 */
2285 if (pticks & 2)
2286 op->invisible--;
2287 }
2288 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2289 {
2290 if (!op->invisible--)
2291 {
2292 make_visible (op);
2293 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2294 }
2295 }
2703 2296
2704 if (op->contr->state == ST_PLAYING) 2297 if (op->contr->ns->state == ST_PLAYING)
2705 { 2298 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2299 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2300 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2301 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2302 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2303 else
2712 { 2304 {
2713 gen_hp = op->stats.maxhp; 2305 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2306 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2307 }
2308
2716 if (op->contr->gen_sp >= 0) 2309 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2310 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2311 else
2719 { 2312 {
2720 gen_sp = op->stats.maxsp; 2313 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2314 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2315 }
2316
2723 if (op->contr->gen_grace >= 0) 2317 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2318 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2319 else
2726 { 2320 {
2727 gen_grace = op->stats.maxgrace; 2321 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2322 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2323 }
2730 2324
2731 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp)
2736 {
2737 op->stats.sp++;
2738 /* dms do not consume food */
2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2740 {
2741 op->stats.food--;
2742 if (op->contr->digestion < 0)
2743 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food;
2746 }
2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 }
2773
2774 /* Regenerate Grace */ 2325 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2326 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2327 if (--op->last_grace < 0)
2777 { 2328 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2329 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2330 op->stats.grace++; /* no penalty in food for regaining grace */
2331
2780 if (max_grace > 1) 2332 if (max_grace > 1)
2781 { 2333 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2334 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2335 if (over_grace > 0)
2784 { 2336 {
2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2348 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2797 } 2349 }
2798 /* wearing stuff doesn't detract from grace generation. */ 2350 /* wearing stuff doesn't detract from grace generation. */
2799 } 2351 }
2800 2352
2353 if (op->stats.food > 0)
2354 {
2801 /* Regenerate Hit Points */ 2355 /* Regenerate Spell Points */
2802 if (--op->last_heal < 0) 2356 if (!op->contr->golem && --op->last_sp < 0)
2803 {
2804 if (op->stats.hp < op->stats.maxhp)
2805 { 2357 {
2806 op->stats.hp++; 2358 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2807 /* dms do not consume food */ 2359
2808 if (!QUERY_FLAG (op, FLAG_WIZ)) 2360 if (op->stats.sp < op->stats.maxsp)
2809 { 2361 {
2362 op->stats.sp++;
2363
2364 /* dms do not consume food */
2365 if (!QUERY_FLAG (op, FLAG_WIZ))
2366 {
2810 op->stats.food--; 2367 op->stats.food--;
2368
2811 if (op->contr->digestion < 0) 2369 if (op->contr->digestion < 0)
2812 op->stats.food += op->contr->digestion; 2370 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2371 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2372 op->stats.food = last_food;
2373 }
2815 } 2374 }
2816 } 2375
2817 if (max_hp > 1) 2376 if (max_sp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 { 2377 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2378 over_sp = (gen_sp + 10) / rate_sp;
2379 if (over_sp > 0)
2380 {
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2384
2385 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2386 op->stats.sp--;
2387
2388 if (op->stats.sp > op->stats.maxsp)
2389 op->stats.sp = op->stats.maxsp;
2390 }
2391
2823 op->last_heal = 0; 2392 op->last_sp = 0;
2393 }
2394 else
2395 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2824 } 2396 }
2825 else 2397 else
2398 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2399 }
2400
2401 /* Regenerate Hit Points */
2402 if (--op->last_heal < 0)
2403 {
2404 if (op->stats.hp < op->stats.maxhp)
2826 { 2405 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2406 op->stats.hp++;
2407
2408 /* dms do not consume food */
2409 if (!QUERY_FLAG (op, FLAG_WIZ))
2410 {
2411 op->stats.food--;
2412
2413 if (op->contr->digestion < 0)
2414 op->stats.food += op->contr->digestion;
2415 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2416 op->stats.food = last_food;
2417 }
2828 } 2418 }
2419
2420 if (max_hp > 1)
2421 {
2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2423
2424 if (over_hp > 0)
2425 {
2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2427 op->last_heal = 0;
2428 }
2429 else
2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829 } 2431 }
2830 else 2432 else
2831 {
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2433 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 } 2434 }
2834 } 2435 }
2835 2436
2836 /* Digestion */ 2437 /* Digestion */
2837 if (--op->last_eat < 0) 2438 if (--op->last_eat < 0)
2838 { 2439 {
2839#ifdef COZY_SERVER 2440 int bonus = max (0, op->contr->digestion),
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2441 penalty = max (0, -op->contr->digestion);
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2442
2846 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2443 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2848 else 2444
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850 /* dms do not consume food */ 2445 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2446 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2447 op->stats.food--;
2853 } 2448 }
2854 }
2855 2449
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2450 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2451 {
2858 object *tmp, *flesh = NULL; 2452 object *flesh = 0;
2859 2453
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2454 for_inv_removable (op, tmp)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2455 {
2456 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2457 continue;
2458
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2459 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2460 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2461 op->statusmsg ("You blindly grab for a bite of food. "
2462 "H<To prevent you from starving, you ate some random item from your backpack.>");
2867 manual_apply (op, tmp, 0); 2463 manual_apply (op, tmp, 0);
2464
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2465 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2466 break;
2870 } 2467 }
2871 else if (tmp->type == FLESH) 2468 else if (tmp->type == FLESH)
2872 flesh = tmp; 2469 flesh = tmp;
2873 } /* End if paid for object */ 2470 }
2874 } /* end of for loop */ 2471
2875 /* If player is still starving, it means they don't have any food, so 2472 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2473 * eat flesh instead.
2877 */ 2474 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2475 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2476 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2477 op->statusmsg ("You blindly grab for a bite of food. "
2478 "H<To prevent you from starving, you ate some random item from your backpack.>");
2881 manual_apply (op, flesh, 0); 2479 manual_apply (op, flesh, 0);
2480 }
2481
2482 // If player is still starving, alert him!
2483 if (op->stats.food < 0)
2484 op->failmsg ("You are starving! "
2485 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2486 }
2487
2488 if (op->stats.food < 0)
2882 } 2489 {
2883 } /* end if player is starving */ 2490 op->stats.hp += op->stats.food;
2491 op->stats.food = 0;
2884 2492
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2493 if (op->stats.hp < 0)
2886 op->stats.food++, op->stats.hp--; 2494 {
2495 op->contr->killer = archetype::get ("killer_starvation");
2496 op->contr->killer->destroy ();
2497 }
2498 }
2887 2499
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2500 /* killer should be set here already */
2501 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2502 kill_player (op);
2503 }
2890} 2504}
2891
2892
2893 2505
2894/* If the player should die (lack of hp, food, etc), we call this. 2506/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2507 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2508 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2509 * file.
2898 */ 2510 */
2899void 2511void
2900kill_player (object *op) 2512kill_player (object *op)
2901{ 2513{
2902 char buf[MAX_BUF];
2903 int x, y; 2514 int x, y;
2904
2905 //int i;
2906 maptile *map; /* this is for resurrection */ 2515 maptile *map; /* this is for resurrection */
2907
2908 /* int z;
2909 int num_stats_lose;
2910 int lost_a_stat;
2911 int lose_this_stat;
2912 int this_stat; */
2913 int will_kill_again; 2516 int will_kill_again;
2914 archetype *at; 2517 archetype *at;
2915 object *tmp; 2518 object *tmp;
2916 2519
2917 if (save_life (op)) 2520 if (save_life (op))
2918 return; 2521 return;
2919 2522
2523 dynbuf_text deathtab;
2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2920 2560
2921 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2922 * in cities ONLY!!! It is very important that this doesn't get abused. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2923 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2924 */ 2564 */
2925 if (op_on_battleground (op, &x, &y)) 2565 if (op_on_battleground (op, &x, &y))
2926 { 2566 {
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929
2930 /* restore player */
2931 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op);
2933 if (tmp)
2934 {
2935 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 }
2938
2939 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op);
2941 if (tmp)
2942 {
2943 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 }
2946
2947 cure_disease (op, 0); /* remove any disease */
2948 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0)
2950 op->stats.food = 999;
2951 2568
2952 /* create a bodypart-trophy to make the winner happy */ 2569 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2571 {
2956 sprintf (buf, "%s's finger", &op->name); 2572 tmp->name = format ("%s's finger" , &op->name);
2957 tmp->name = buf; 2573 tmp->name_pl = format ("%s's fingers", &op->name);
2958 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2574 tmp->msg = format (
2575 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2576 &op->name, op->contr->title,
2577 (int)op->level,
2578 op->contr->killer_name ()
2579 );
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2580 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2581 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2582 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2583 }
2967 2584
2968 /* teleport defeated player to new destination */ 2585 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2587 op->contr->braced = 0;
2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2971 return; 2590 return;
2972 } 2591 }
2973 2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2595
2974 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2975 2597
2976 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2977 2599
2978 if (op->stats.food < 0) 2600 op->contr->play_sound (sound_find ("player_dies"));
2601
2602 /* save the map location for corpse, gravestone */
2603 x = op->x;
2604 y = op->y;
2605 map = op->map;
2606
2607 /* NOT_PERMADEATH code. This basically brings the character back to
2608 * life if they are dead - it takes some exp and a random stat.
2609 * See the config.h file for a little more in depth detail about this.
2610 */
2611
2612 /* Basically two ways to go - remove a stat permanently, or just
2613 * make it depletion. This bunch of code deals with that aspect
2614 * of death.
2615 */
2616#ifndef COZY_SERVER
2617 if (settings.balanced_stat_loss)
2979 { 2618 {
2980 if (op->contr->explore) 2619 /* If stat loss is permanent, lose one stat only. */
2981 { 2620 /* Lower level chars don't lose as many stats because they suffer
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2621 more if they do. */
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2622 /* Higher level characters can afford things such as potions of
2984 op->stats.food = 999; 2623 restoration, or better, stat potions. So we slug them that
2985 return; 2624 little bit harder. */
2986 } 2625 /* GD */
2987 sprintf (buf, "%s starved to death.", &op->name); 2626 if (settings.stat_loss_on_death)
2988 strcpy (op->contr->killer, "starvation"); 2627 num_stats_lose = 1;
2628 else
2629 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2989 } 2630 }
2990 else 2631 else
2991 { 2632 num_stats_lose = 1;
2992 if (op->contr->explore) 2633
2993 { 2634 lost_a_stat = 0;
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2635
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2636 for (z = 0; z < num_stats_lose; z++)
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name);
3000 } 2637 {
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2638 i = rndm (NUM_STATS);
3002 2639
3003 /* save the map location for corpse, gravestone */
3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
3007
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this.
3014 */
3015
3016 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect
3018 * of death.
3019 */
3020#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss)
3022 {
3023 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */
3026 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */
3029 /* GD */
3030 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2641 {
3032 else 2642 /* Pick a random stat and take a point off it. Tell the player
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2643 * what he lost.
2644 */
2645 change_attr_value (&(op->stats), i, -1);
2646 check_stat_bounds (&(op->stats));
2647 change_attr_value (&(op->contr->orig_stats), i, -1);
2648 check_stat_bounds (&(op->contr->orig_stats));
2649 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2650 lost_a_stat = 1;
3034 } 2651 }
3035 else 2652 else
3036 { 2653 {
3037 num_stats_lose = 1; 2654 /* deplete a stat */
3038 } 2655 archetype *deparch = archetype::find ("depletion");
3039 lost_a_stat = 0; 2656 object *dep;
3040 2657
3041 for (z = 0; z < num_stats_lose; z++) 2658 dep = present_arch_in_ob (deparch, op);
3042 { 2659 if (!dep)
3043 i = RANDOM () % NUM_STATS;
3044
3045 if (settings.stat_loss_on_death)
3046 { 2660 {
3047 /* Pick a random stat and take a point off it. Tell the player 2661 dep = arch_to_object (deparch);
3048 * what he lost. 2662 insert_ob_in_ob (dep, op);
3049 */
3050 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1;
3056 } 2663 }
3057 else 2664 lose_this_stat = 1;
2665 if (settings.balanced_stat_loss)
3058 { 2666 {
3059 /* deplete a stat */ 2667 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2668 /* Get the stat that we're about to deplete. */
3061 object *dep; 2669 this_stat = get_attr_value (&(dep->stats), i);
3062 2670 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2671 {
3066 dep = arch_to_object (deparch); 2672 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2673 int keep_chance = this_stat * this_stat;
3068 } 2674
3069 lose_this_stat = 1; 2675 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2676 if (keep_chance < 1)
2677 keep_chance = 1;
2678
2679 /* There is a maximum depletion total per level. */
2680 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2681 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2682 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2683 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2684 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2685 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2686 else
3111 if (this_stat >= -50)
3112 { 2687 {
3113 change_attr_value (&(dep->stats), i, -1); 2688 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2689 lose_this_stat = 0;
2690 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2691 this_stat, keep_chance, loss_chance,
2692 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2693 }
3119 } 2694 }
3120 } 2695 }
2696
2697 if (lose_this_stat)
2698 {
2699 this_stat = get_attr_value (&dep->stats, i);
2700 /* We could try to do something clever like find another
2701 * stat to reduce if this fails. But chances are, if
2702 * stats have been depleted to -50, all are pretty low
2703 * and should be roughly the same, so it shouldn't make a
2704 * difference.
2705 */
2706 if (this_stat >= -50)
2707 {
2708 change_attr_value (&(dep->stats), i, -1);
2709 SET_FLAG (dep, FLAG_APPLIED);
2710 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2711 op->update_stats ();
2712 lost_a_stat = 1;
2713 }
3121 } 2714 }
2715 }
2716 }
2717
3122 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2719 if (!lost_a_stat)
3124 { 2720 {
3125 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2722 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2723 shstr_tmp god = determine_god (op);
3128 2724
3129 if (god && (strcmp (god, "none"))) 2725 if (god != shstr_none)
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3131 else 2727 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3133 } 2729 }
3134#else 2730#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3136#endif 2732#endif
3137 2733
3138 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2735 * exp loss on the stone.
3140 */ 2736 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
3143 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
3144 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3145 tmp->name_pl = buf; 2741 &op->name, op->contr->title, op->contr->killer_name ());
3146 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);
3147 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2744
3151 /**************************************/ 2745 /**************************************/
3152 /* */ 2746 /* */
3153 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */
3156 /* */ 2748 /* */
3157 /**************************************/ 2749 /**************************************/
3158 2750
3159 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */
3161 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op);
3163
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 }
3169
3170 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op);
3172 if (tmp)
3173 {
3174 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 }
3177
3178 cure_disease (op, 0); /* remove any disease */
3179
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2752 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100)
3183 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2753
3188 /* 2754 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2755 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2756 * and put them back in the map.
3191 * in the map. 2757 */
3192 */ 2758 op->drop_unpaid_items ();
3193 2759
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/ 2760 /****************************************/
3198 /* */ 2761 /* */
3199 /* Move player to his current respawn- */ 2762 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2763 /* position (usually last savebed) */
3201 /* */ 2764 /* */
3202 /****************************************/ 2765 /****************************************/
3203 2766
3204 enter_player_savebed (op); 2767 enter_player_savebed (op);
3205 2768
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2769 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2770
3212 /* it is possible that the player has blown something up 2771 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2772 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2773 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2774 * on the space that might harm the player.
3216 */ 2775 */
3217 will_kill_again = 0; 2776 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2778 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2779 will_kill_again |= tmp->attacktype;
3221 2780
3222 if (will_kill_again) 2781 if (will_kill_again)
3223 { 2782 {
3224 object *force; 2783 object *force;
3225 int at; 2784 int at;
3226 2785
3227 force = get_archetype (FORCE_NAME); 2786 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2787 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2788 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2789 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2790 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2791 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2793 force->resist[at] = 100;
3235 2794
3236 insert_ob_in_ob (force, op); 2795 insert_ob_in_ob (force, op);
3237 fix_player (op); 2796 op->update_stats ();
3238
3239 }
3240
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 { 2797 }
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249 2798
3250 op->contr->party = NULL; 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2800}
3310
3311 2801
3312void 2802void
3313loot_object (object *op) 2803loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2804{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2805 object *tmp, *tmp2, *next;
3316 2806
3317 if (op->container) 2807 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2808
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2809 for (tmp = op->inv; tmp; tmp = next)
3323 { 2810 {
3324 next = tmp->below; 2811 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2812
2813 if (tmp->invisible)
3326 continue; 2814 continue;
2815
3327 tmp->remove (); 2816 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2817 tmp->x = op->x, tmp->y = op->y;
2818
3329 if (tmp->type == CONTAINER) 2819 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2820 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2821
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2822 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2823 {
3335 if (tmp->nrof > 1) 2824 if (tmp->nrof > 1)
3336 { 2825 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2826 tmp->decrease (rndm (1, tmp->nrof - 1));
3338 tmp2->destroy ();
3339 insert_ob_in_map (tmp, op->map, NULL, 0); 2827 insert_ob_in_map (tmp, op->map, NULL, 0);
3340 } 2828 }
3341 else 2829 else
3342 tmp->destroy (); 2830 tmp->destroy ();
3343 } 2831 }
3349/* 2837/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2838 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2839 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2840 * was changed.
3353 */ 2841 */
3354
3355void 2842void
3356fix_weight (void) 2843fix_weight (void)
3357{ 2844{
3358 player *pl; 2845 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2846 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2847 sint32 old = pl->ob->carrying;
3363 2848
3364 if (old == sum) 2849 pl->ob->update_weight ();
3365 continue; 2850
3366 fix_player (pl->ob); 2851 if (old != pl->ob->carrying)
2852 {
2853 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2854 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2855 }
3368 } 2856 }
3369} 2857}
3370 2858
3371void 2859void
3372fix_luck (void) 2860fix_luck (void)
3373{ 2861{
3374 player *pl; 2862 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2863 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2864 pl->ob->change_luck (0);
3379} 2865}
3380
3381 2866
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2867/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2868 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2869 * just treat this as any other spell casting object.
3385 */ 2870 */
3386
3387void 2871void
3388cast_dust (object *op, object *throw_ob, int dir) 2872cast_dust (object *op, object *throw_ob, int dir)
3389{ 2873{
3390 object *skop, *spob; 2874 object *skop, *spob;
3391 2875
3418} 2902}
3419 2903
3420void 2904void
3421make_visible (object *op) 2905make_visible (object *op)
3422{ 2906{
3423 op->hide = 0; 2907 op->flag [FLAG_HIDDEN] = 0;
3424 op->invisible = 0; 2908 op->invisible = 0;
2909
3425 if (op->type == PLAYER) 2910 if (op->type == PLAYER)
3426 { 2911 {
3427 op->contr->tmp_invis = 0; 2912 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 2913 op->contr->invis_race = 0;
3429 } 2914 }
2915
3430 update_object (op, UP_OBJ_FACE); 2916 update_object (op, UP_OBJ_CHANGE);
3431} 2917}
3432 2918
3433int 2919int
3434is_true_undead (object *op) 2920is_true_undead (object *op)
3435{ 2921{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2922 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3439 return 1; 2923 return 1;
3440 2924
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 2925 return 0;
3447} 2926}
3448 2927
3449/* look at the surrounding terrain to determine 2928/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 2929 * the hideability of this object. Positive levels
3451 * indicate greater hideability. 2930 * indicate greater hideability.
3452 */ 2931 */
3453
3454int 2932int
3455hideability (object *ob) 2933hideability (object *ob)
3456{ 2934{
3457 int i, level = 0, mflag; 2935 int i, level = 0, mflag;
3458 sint16 x, y; 2936 sint16 x, y;
3459 2937
3460 if (!ob || !ob->map) 2938 if (!ob || !ob->map)
3461 return 0; 2939 return 0;
3462 2940
3463 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3464 level = ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3465 2943
3466 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3467 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3468 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3469 if (has_carried_lights (ob)) 2947 if (ob->has_carried_lights ())
3470 level = -(10 + (2 * ob->map->darkness)); 2948 level = -(10 + (2 * ob->map->darklevel ()));
3471 2949
3472 /* scan through all nearby squares for terrain to hide in */ 2950 /* scan through all nearby squares for terrain to hide in */
3473 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2951 for (i = 0, x = ob->x, y = ob->y;
2952 i <= SIZEOFFREE1;
2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474 { 2954 {
3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2955 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3476 if (mflag & P_OUT_OF_MAP) 2956 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue; 2957 continue;
3479 } 2958
3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2959 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3481 level += 2; 2960 level += 2;
3482 else /* open terrain! */ 2961 else /* open terrain! */
3483 level -= 1; 2962 level -= 1;
3484 } 2963 }
3492/* For Hidden creatures - a chance of becoming 'unhidden' 2971/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 2972 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 2973 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 2974 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 2975 */
3497
3498void 2976void
3499do_hidden_move (object *op) 2977do_hidden_move (object *op)
3500{ 2978{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2979 int hide = 0;
3502 object *skop;
3503 2980
3504 if (!op || !op->map) 2981 if (!op || !op->map)
3505 return; 2982 return;
3506 2983
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2984 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2985 int num = random_roll (0, 19, op, PREFER_LOW);
3508 2986
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 2987 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 2988 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 2989 if (!skop || num >= skop->level)
3513 { 2990 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2991 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 2992 make_visible (op);
3516 return; 2993 return;
3517 } 2994 }
3518 else 2995 else
3519 num += 20; 2996 num += 20;
3520 } 2997
3521 num += op->map->difficulty; 2998 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 2999 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3000 num -= hide;
3001
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3002 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3003 {
3526 make_visible (op); 3004 make_visible (op);
3005
3527 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3007 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3008 }
3530 else if (op->type == PLAYER && skop) 3009 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3010 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3011}
3535 3012
3536/* determine if who is standing near a hostile creature. */ 3013/* determine if who is standing near a hostile creature. */
3537 3014
3538int 3015int
3565 if (mflags & P_OUT_OF_MAP) 3042 if (mflags & P_OUT_OF_MAP)
3566 continue; 3043 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3044 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3045 continue;
3569 3046
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3047 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3048 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3049 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3050 return 1;
3574 else if (tmp->type == PLAYER) 3051 else if (tmp->type == PLAYER)
3575 { 3052 {
3586 * object op. This function works fine for monsters, 3063 * object op. This function works fine for monsters,
3587 * but we dont worry if the object isnt the top one in 3064 * but we dont worry if the object isnt the top one in
3588 * a pile (say a coin under a table would return "viewable" 3065 * a pile (say a coin under a table would return "viewable"
3589 * by this routine). Another question, should we be 3066 * by this routine). Another question, should we be
3590 * concerned with the direction the player is looking 3067 * concerned with the direction the player is looking
3591 * in? Realistically, most of use cant see stuff behind 3068 * in? Realistically, most of us can't see stuff behind
3592 * our backs...on the other hand, does the "facing" direction 3069 * our backs...on the other hand, does the "facing" direction
3593 * imply the way your head, or body is facing? Its possible 3070 * imply the way your head, or body is facing? It's possible
3594 * for them to differ. Sigh, this fctn could get a bit more complex. 3071 * for them to differ. Sigh, this fctn could get a bit more complex.
3595 * -b.t. 3072 * -b.t.
3596 * This function is now map tiling safe. 3073 * This function is now map tiling safe.
3597 */ 3074 */
3598
3599int 3075int
3600player_can_view (object *pl, object *op) 3076player_can_view (object *pl, object *op)
3601{ 3077{
3602 rv_vector rv; 3078 rv_vector rv;
3603 int dx, dy; 3079 int dx, dy;
3605 if (pl->type != PLAYER) 3081 if (pl->type != PLAYER)
3606 { 3082 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3083 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3084 return -1;
3609 } 3085 }
3086
3610 if (!pl || !op) 3087 if (!pl || !op)
3611 return 0; 3088 return 0;
3612 3089
3613 if (op->head)
3614 {
3615 op = op->head; 3090 op = op->head_ ();
3616 } 3091
3617 get_rangevector (pl, op, &rv, 0x1); 3092 get_rangevector (pl, op, &rv, 0x1);
3618 3093
3619 /* starting with the 'head' part, lets loop 3094 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3095 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3096 * part that is in the los array but isn't on
3622 * a blocked los square. 3097 * a blocked los square.
3623 * we use the archetype to figure out offsets. 3098 * we use the archetype to figure out offsets.
3624 */ 3099 */
3625 while (op) 3100 while (op)
3626 { 3101 {
3627 dx = rv.distance_x + op->arch->clone.x; 3102 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3103 dy = rv.distance_y + op->arch->y;
3629 3104
3630 /* only the viewable area the player sees is updated by LOS 3105 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3631 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values.
3633 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 return 1; 3106 return 1;
3107
3638 op = op->more; 3108 op = op->more;
3639 } 3109 }
3110
3640 return 0; 3111 return 0;
3641} 3112}
3642 3113
3643/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3644 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3645 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3646 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3647 * return 0. 3118 * return 0.
3648 */ 3119 */
3649int 3120int
3650action_makes_visible (object *op) 3121action_makes_visible (object *op)
3651{ 3122{
3652
3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 { 3124 {
3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3656 return 0; 3132 return 0;
3133 }
3657 3134
3658 if (op->contr && op->contr->tmp_invis == 0) 3135 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0; 3136 return 0;
3660 3137
3661 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3663 { 3140 {
3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3665 return 1; 3142 return 1;
3666 } 3143 }
3667 } 3144 }
3145
3668 return 0; 3146 return 0;
3669} 3147}
3670 3148
3671/* op_on_battleground - checks if the given object op (usually 3149/* op_on_battleground - checks if the given object op (usually
3672 * a player) is standing on a valid battleground-tile, 3150 * a player) is standing on a valid battleground-tile,
3677 * Default is to do the same as before, so only people wanting to have different points need worry about this 3155 * Default is to do the same as before, so only people wanting to have different points need worry about this
3678 */ 3156 */
3679int 3157int
3680op_on_battleground (object *op, int *x, int *y) 3158op_on_battleground (object *op, int *x, int *y)
3681{ 3159{
3682 object *tmp;
3683
3684 /* A battleground-tile needs the following attributes to be valid: 3160 /* A battleground-tile needs the following attributes to be valid:
3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3161 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3162 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3687 * and the exit-coordinates sp/hp must both be > 0. 3163 * and the exit-coordinates sp/hp must both be > 0.
3688 * => The intention here is to prevent abuse of the battleground- 3164 * => The intention here is to prevent abuse of the battleground-
3689 * feature (like pickable or hidden battleground tiles). */ 3165 * feature (like pickable or hidden battleground tiles). */
3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3166 for (object *tmp = op->below; tmp; tmp = tmp->below)
3691 { 3167 {
3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 { 3169 {
3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3170 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3171 && tmp->type == BATTLEGROUND
3172 && tmp->name == shstr_battleground
3173 && EXIT_X (tmp) && EXIT_Y (tmp))
3696 { 3174 {
3697 /*before we assign the exit, check if this is a teambattle */ 3175 /* before we assign the exit, check if this is a teambattle */
3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3176 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 { 3177 {
3700 object *invtmp;
3701
3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3178 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3703 { 3179 {
3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3180 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3705 { 3181 {
3706 if (x != NULL && y != NULL) 3182 if (x && y)
3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3183 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3184
3708 return 1; 3185 return 1;
3709 } 3186 }
3710 } 3187 }
3711 } 3188 }
3189
3712 if (x != NULL && y != NULL) 3190 if (x && y)
3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3191 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3192
3714 return 1; 3193 return 1;
3715 } 3194 }
3716 } 3195 }
3717 } 3196 }
3197
3718 /* If we got here, did not find a battleground */ 3198 /* If we got here, did not find a battleground */
3719 return 0; 3199 return 0;
3720} 3200}
3721 3201
3722/* 3202/*
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3218 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3219 int i = 0, j = 0;
3740 3220
3741 /* get the appropriate treasurelist */ 3221 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3222 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3223 trlist = treasurelist::find (shstr_dragon_ability_fire);
3744 else if (atnr == ATNR_COLD) 3224 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3225 trlist = treasurelist::find (shstr_dragon_ability_cold);
3746 else if (atnr == ATNR_ELECTRICITY) 3226 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3227 trlist = treasurelist::find (shstr_dragon_ability_elec);
3748 else if (atnr == ATNR_POISON) 3228 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3229 trlist = treasurelist::find (shstr_dragon_ability_poison);
3750 3230
3751 if (trlist == NULL || who->type != PLAYER) 3231 if (trlist == NULL || who->type != PLAYER)
3752 return; 3232 return;
3753 3233
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3234 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3235
3756 if (tr == NULL || tr->item == NULL) 3236 if (!tr || !tr->item)
3757 { 3237 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3238 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3239 return;
3760 } 3240 }
3761 3241
3762 /* everything seems okay - now bring on the gift: */ 3242 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3243 item = tr->item;
3764 3244
3765 if (item->type == SPELL) 3245 if (item->type == SPELL)
3766 { 3246 {
3767 if (check_spell_known (who, item->name)) 3247 if (check_spell_known (who, item->name))
3768 return; 3248 return;
3827 { 3307 {
3828 /* forces in the treasurelist can alter the player's stats */ 3308 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3309 object *skin;
3830 3310
3831 /* first get the dragon skin force */ 3311 /* first get the dragon skin force */
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3312 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3313 ;
3314
3833 if (skin == NULL) 3315 if (!skin)
3834 return; 3316 return;
3835 3317
3836 /* adding new spellpath attunements */ 3318 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3319 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3320 {
3870 else 3352 else
3871 { 3353 {
3872 /* generate misc. treasure */ 3354 /* generate misc. treasure */
3873 tmp = arch_to_object (tr->item); 3355 tmp = arch_to_object (tr->item);
3874 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3356 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3875 tmp = insert_ob_in_ob (tmp, who); 3357 who->insert (tmp);
3876 if (who->type == PLAYER)
3877 esrv_send_item (who, tmp);
3878 } 3358 }
3879} 3359}
3880 3360
3881/** 3361/**
3882 * Unready an object for a player. This function does nothing if the object was 3362 * Unready an object for a player. This function does nothing if the object was
3883 * not readied. 3363 * not readied.
3884 */ 3364 */
3885void 3365void
3886player_unready_range_ob (player *pl, object *ob) 3366player_unready_range_ob (player *pl, object *ob)
3887{ 3367{
3888 rangetype i; 3368 if (pl->ob->current_weapon == ob)
3369 pl->ob->current_weapon = 0;
3889 3370
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3371 if (pl->combat_ob == ob)
3891 { 3372 pl->combat_ob = 0;
3373
3892 if (pl->ranges[i] == ob) 3374 if (pl->ranged_ob == ob)
3893 { 3375 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3376}
3377
3378sint8
3379player::darkness_at (maptile *map, int x, int y) const
3380{
3381 if (!ns)
3382 return LOS_BLOCKED;
3383
3384 int dx, dy;
3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3386 return LOS_BLOCKED;
3387
3388 x += dx - ns->current_x;
3389 y += dy - ns->current_y;
3390
3391 return blocked_los (x, y);
3392}
3393
3394void
3395player::infobox (const char *title, const char *msg, int color)
3396{
3397 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3398}
3399
3400void
3401player::statusmsg (const char *msg, int color)
3402{
3403 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3404}
3405
3406void
3407player::failmsg (const char *msg, int color)
3408{
3409 play_sound (sound_find ("generic_failure"));
3410 statusmsg (msg, color);
3411}
3412

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