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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 1.264 by root, Mon Apr 5 02:05:32 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec 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
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return;
89 }
90 motd[0] = '\0';
91 size = 0;
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf);
98 }
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_rules (const object *op)
105{
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return;
116 }
117 rules[0] = '\0';
118 size = 0;
119 while (fgets (buf, MAX_BUF, fp) != NULL)
120 {
121 if (*buf == '#')
122 continue;
123 if (size + strlen (buf) >= HUGE_BUF)
124 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break;
127 }
128 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf);
130 }
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp);
133}
134
135void
136send_news (const object *op)
137{
138 char buf[MAX_BUF];
139 char news[HUGE_BUF];
140 char subject[MAX_BUF];
141 FILE *fp;
142 int comp;
143 int size;
144
145 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return;
148 news[0] = '\0';
149 subject[0] = '\0';
150 size = 0;
151 while (fgets (buf, MAX_BUF, fp) != NULL)
152 {
153 if (*buf == '#')
154 continue;
155 if (*buf == '%')
156 { /* send one news */
157 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 */
159 strcpy (subject, buf + 1);
160 strip_endline (subject);
161 size = 0;
162 news[0] = '\0';
163 }
164 else
165 {
166 if (size + strlen (buf) >= HUGE_BUF)
167 {
168 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 break;
170 }
171 strncat (news + size, buf, HUGE_BUF - size);
172 size += strlen (buf);
173 }
174 }
175
176 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);
178 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}
288 39
289/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
290static void 41static void
291set_first_map (object *op) 42set_first_map (object *op)
292{ 43{
293 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
294 op->x = -1; 45 op->x = -1;
295 op->y = -1; 46 op->y = -1;
296 enter_exit (op, NULL);
297} 47}
298 48
299/* Tries to add player on the connection passwd in ns. 49void
300 * All we can really get in this is some settings like host and display 50player::activate ()
301 * mode.
302 */
303
304int
305add_player (client *ns)
306{ 51{
307 player *p = new player; 52 if (active)
53 return;
308 54
309 p->socket = ns; 55 players.insert (this);
310 ns->pl = p; 56 ob->remove ();
311 57 ob->map = 0;
312 p->next = first_player; 58 ob->activate_recursive ();
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob);
318
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob); 60 add_friendly_object (ob);
321 send_rules (p->ob); 61}
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325 62
63void
64player::deactivate ()
65{
66 if (!active)
326 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 op->flag [FLAG_APPLIED] = false;
159 ranged_ob = op;
160 break;
161
162 case WEAPON:
163 op->flag [FLAG_APPLIED] = false;
164 combat_ob = op;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
189 if (ns)
190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
193
194 INVOKE_PLAYER (DISCONNECT, this);
195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
242 /* There are some elements we want initialised to non zero value -
243 * we deal with that below this point.
244 */
245 outputs_sync = 4;
246 outputs_count = 4;
247 unapply = unapply_nochoice;
248
249 savebed_map = first_map_path; /* Init. respawn position */
250
251 gen_sp_armour = 10;
252 bowtype = bow_normal;
253 petmode = pet_normal;
254 usekeys = containers;
255 peaceful = 1; /* default peaceful */
256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
260}
261
262void
263player::do_destroy ()
264{
265 disconnect ();
266
267 attachable::do_destroy ();
268
269 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy ();
273 }
274
275 ob = observe = viewpoint = 0;
276}
277
278player::~player ()
279{
280 /* Clear item stack */
281 free (stack_items);
327} 282}
328 283
329/* 284/*
330 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
333 */ 288 */
334archetype * 289static archetype *
335get_player_archetype (archetype *at) 290get_player_archetype (archetype *at)
336{ 291{
337 archetype *start = at; 292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
338 299
339 for (;;) 300 for (;;)
340 { 301 {
341 if (at == NULL || at->next == NULL) 302 if (++i == archetypes.end ())
342 at = first_archetype; 303 i = archetypes.begin ();
343 else 304 else if (*i == at)
344 at = at->next; 305 cleanup ("not a single player archetype found");
306
345 if (at->clone.type == PLAYER) 307 if ((*i)->type == PLAYER)
346 return at; 308 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 309 }
353} 310}
354 311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
330}
355 331
356object * 332object *
357get_nearest_player (object *mon) 333get_nearest_player (object *mon)
358{ 334{
359 object *op = NULL; 335 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 336 objectlink *ol;
362 unsigned lastdist; 337 unsigned lastdist;
363 rv_vector rv; 338 rv_vector rv;
364 339
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
394 continue; 343 continue;
395 344
396 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
397 { 346 {
398 op = ol->ob; 347 op = ol->ob;
399 lastdist = rv.distance; 348 lastdist = rv.distance;
400 } 349 }
401 } 350 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 351
403 { 352 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 353 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 354 if (lastdist > rv.distance)
408 { 355 {
409 op = pl->ob; 356 op = pl->ob;
410 lastdist = rv.distance; 357 lastdist = rv.distance;
411 } 358 }
412 } 359
413 }
414#if 0 360#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 362#endif
417 return op; 363 return op;
418} 364}
436 * circling behaviour. Unfortunately, this function is also used to determined 382 * 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 383 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 384 * is probably not a good thing.
439 */ 385 */
440#define MAX_SPACES 50 386#define MAX_SPACES 50
441
442 387
443/* 388/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * 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 390 * 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 391 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 422 x = mon->x;
478 y = mon->y; 423 y = mon->y;
479 m = mon->map; 424 m = mon->map;
480 dir = rv.direction; 425 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 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); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
483 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 430 if (diff > max)
485 return 0; 431 return 0;
432
486 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
487 { 434 {
488 lastx = x; 435 lastx = x;
489 lasty = y; 436 lasty = y;
490 lastmap = m; 437 lastmap = m;
572 max--; 519 max--;
573 lastdir = dir; 520 lastdir = dir;
574 if (!firstdir) 521 if (!firstdir)
575 firstdir = dir; 522 firstdir = dir;
576 } 523 }
524
577 if (diff <= 1) 525 if (diff <= 1)
578 { 526 {
579 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 528 * headed toward player for entire distance.
581 */ 529 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 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); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 532 }
533
585 if (diff > max) 534 if (diff > max)
586 return 0; 535 return 0;
587 } 536 }
537
588 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
589 if (!max) 539 if (!max)
590 return 0; 540 return 0;
591 541
592 return firstdir; 542 return firstdir;
593} 543}
594 544
595void 545void
596give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
597{ 547{
598 object *op, *next = NULL;
599
600 if (pl->randomitems != NULL) 548 if (pl->randomitems)
601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
602 550
603 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
604 { 552 {
605 next = op->below; 553 next = op->below;
606 554
607 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
608 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
613 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
614 * by this player due to race restrictions 562 * by this player due to race restrictions
615 */ 563 */
616 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
617 { 565 {
618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
619 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
620 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
621 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
623 { 573 {
624 op->destroy (); 574 op->destroy ();
625 continue; 575 continue;
626 } 576 }
627 } 577 }
628 578
629 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
630 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
631 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */ 582 */
635 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
636 { 584 {
637 object *tmp;
638
639 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 { 587 {
645 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
647 continue; 591 break;
648 } 592 }
649 593
650 if (op->nrof > 1) 594 if (op->nrof > 1)
651 op->nrof = 1; 595 op->nrof = 1;
652 } 596 }
653 597
654 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
655 {
656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
657 }
658 600
659 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
660 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
661 * merged properly. 603 * merged properly.
662 */ 604 */
663 if (need_identify (op)) 605 if (need_identify (op))
664 { 606 {
665 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
666 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
667 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
668 } 610 }
611
669 if (op->type == SPELL) 612 if (op->type == SPELL)
670 { 613 {
671 op->destroy (); 614 op->destroy ();
672 continue; 615 continue;
673 } 616 }
675 { 618 {
676 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
677 op->stats.exp = 0; 620 op->stats.exp = 0;
678 op->level = 1; 621 op->level = 1;
679 } 622 }
680 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
681 else
682 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
683 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
684 626
685 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
686 link_player_skills (pl); 628 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} 629}
771 630
772void 631void
773get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
774{ 633{
775 if (party == NULL) 634 if (party == NULL)
776 { 635 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 637 return;
779 } 638 }
639
780 op->contr->write_buf[0] = '\0'; 640 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 644}
785
786 645
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 647static int
789roll_stat (void) 648roll_stat ()
790{ 649{
791 int a[4], i, j, k; 650 int a[4], i, j, k;
792 651
793 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
795 654
796 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 656 if (a[i] < k)
798 k = a[i], j = i; 657 k = a[i], j = i;
799 658
800 for (i = 0, k = 0; i < 4; i++) 659 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 660 if (i != j)
803 k += a[i]; 661 k += a[i];
804 } 662
805 return k; 663 return k;
806} 664}
807 665
808void 666void
809roll_stats (object *op) 667object::roll_stats ()
810{ 668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
811 int sum = 0; 673 int sum = 0;
812 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
814 676
815 do 677 if (sum >= 82 && sum <= 116)
678 break;
816 { 679 }
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);
827 680
828 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 682 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;
836 683
837 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
838 do 685 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);
853 686
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; 687 stats.exp = 0;
873 op->stats.ac = 0; 688 stats.ac = 0;
874 689
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; 690 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 691 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
696 contr->levhp[1] = 9;
697 contr->levsp[1] = 6;
698 contr->levgrace[1] = 3;
699
883 op->contr->orig_stats = op->stats; 700 contr->orig_stats = stats;
701 }
884} 702}
885 703
886void 704void
887Roll_Again (object *op) 705object::swap_stats (int a, int b)
888{ 706{
889 esrv_new_player (op->contr, 0); 707 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}
893 708
894void 709 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
720 stats.hp = stats.maxhp;
721 stats.sp = stats.maxsp;
722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
730 contr->orig_stats = stats;
731 }
732}
733
734static void
735start_info (object *op)
896{ 736{
897 signed char tmp;
898 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
899 738
900 if (op->contr->Swap_First == -1) 739 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); 740 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} 741}
1015 742
1016/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
1020 * not the class. 747 * not the class.
1021 */ 748 */
1022 749void
1023int 750player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 751{
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 */ 752 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
1040 754
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1042 if (tl) 756 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
1044 758
1045 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
1047 761
1048 op->contr->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
1049 763
1050 if (op->msg) 764 if (ob->msg)
1051 op->msg = NULL; 765 ob->msg = 0;
1052 766
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); 767 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op);
1066 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
1067 fix_player (op); 771 ob->update_stats ();
1068 772
1069 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1070 * is one for this race 774 * is one for this race
1071 */ 775 */
1072 if (*first_map_ext_path) 776 if (*first_map_ext_path)
1073 { 777 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 778 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 780}
1091 return 0;
1092 }
1093 781
782void
783player::chargen_race_next ()
784{
1094 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1096 */ 787 */
1097 788
1098 tmp_loop = 0; 789 do
1099 while (!tmp_loop)
1100 { 790 {
1101 shstr name = op->name; 791 shstr name = ob->name;
1102 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1103 793
1104 remove_statbonus (op); 794 ob->remove_statbonus ();
1105 op->remove (); 795 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
1108 op->instantiate (); 798 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
1111 op->x = x; 801 ob->x = x;
1112 op->y = y; 802 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 806 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 807 }
808 while (!allowed_class (ob));
1119 809
1120 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 812 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 815 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} 816}
1133 817
1134int 818static void
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}
1182
1183void
1184flee_player (object *op) 819flee_player (object *op)
1185{ 820{
1186 int dir, diff; 821 int dir, diff;
1187 rv_vector rv; 822 rv_vector rv;
1188 823
1191 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1192 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1193 return; 828 return;
1194 } 829 }
1195 830
1196 if (op->enemy == NULL) 831 if (!op->enemy)
1197 { 832 {
1198 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1199 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1200 return; 835 return;
1201 } 836 }
1202 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 { 839 {
1216 op->enemy = NULL; 840 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 842 return;
1219 } 843 }
844
1220 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1221 846
1222 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1224 { 849 {
1225 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1226 851
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1228 {
1229 return; 853 return;
1230 }
1231 } 854 }
855
1232 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 858 op->enemy = NULL;
1235} 859}
1236 860
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* 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 862 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 863 * stop.
1241 */ 864 */
1242int 865int
1243check_pick (object *op) 866check_pick (object *op)
1244{ 867{
1245 object *tmp, *next; 868 object *tmp, *next;
1246 int stop = 0; 869 int stop = 0;
1247 int j, k, wvratio; 870 int wvratio;
1248 char putstring[128], tmpstr[16];
1249 871
1250 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1252 return 1; 874 return 1;
1253 875
1254 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1255 880
1256 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1257 * destroyed */ 882 * destroyed */
1258 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1259 { 884 {
1260 tmp = next; 885 tmp = next;
1261 next = tmp->below; 886 next = tmp->below;
1262 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1263 if (op->destroyed ()) 894 if (op->destroyed ())
1264 return 0; 895 return 0;
1265 896
1266 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1267 continue; 898 continue;
1268 899
1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1270 { 901 {
1271 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1272 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1273 continue; 905 continue;
1274 } 906 }
1275 907
1276 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1277 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1278 { 970 {
1279 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1280 { 1034 {
1281 case 0: 1035 CHK_PICK_PICKUP;
1282 return 1; /* don't pick up */ 1036 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 } 1037 }
1314 } 1038 }
1315 else 1039
1316 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1317 /* NEW pickup handling */
1318 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1319 { 1046 {
1320 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1394 1050
1395 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1397 continue; 1056 continue;
1057 }
1398 1058
1399 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1400 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1401 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1402 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1403 { 1130 {
1404 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1405 continue; 1132 continue;
1406 } 1133 }
1134 }
1407 1135
1136 /* misc stuff that's useful */
1408 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1409 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1410 { 1139 {
1411 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1412 continue; 1141 continue;
1413 } 1142 }
1414 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1415 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1416 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1417 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1454 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1462 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1463 { 1158 {
1464 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1465 continue;
1466 } 1160 }
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 1161 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1604#endif 1165#endif
1166 CHK_PICK_PICKUP;
1605 continue; 1167 continue;
1606 }
1607 } 1168 }
1608 } /* the new pickup model */ 1169 } /* the new pickup model */
1609 } 1170 }
1610 1171
1611 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1612} 1208}
1613 1209
1614/* 1210/*
1615 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1616 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1617 * found object is returned. 1213 * found object is returned.
1618 */ 1214 */
1619object * 1215static object *
1620find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1621{ 1217{
1622 object *tmp = NULL;
1623
1624 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1628 return op; 1227 return arrow;
1228 }
1229
1629 return tmp; 1230 return 0;
1630} 1231}
1631 1232
1632/* 1233/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1238 */
1638 1239static object *
1639object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1641{ 1241{
1642 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1644 1244
1645 if (!type) 1245 if (!type)
1649 { 1249 {
1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651 { 1251 {
1652 i = 0; 1252 i = 0;
1653 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1654 if (i > betterby) 1255 if (i > betterby)
1655 { 1256 {
1656 tmp = ntmp; 1257 tmp = ntmp;
1657 betterby = i; 1258 betterby = i;
1658 } 1259 }
1659 } 1260 }
1660 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1661 { 1262 {
1662 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1664 { 1265 {
1665 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1666 { 1267 {
1667 *better = 100; 1268 *better = 100;
1668 return arrow; 1269 return arrow;
1676 else 1277 else
1677 { 1278 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1280 {
1680 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1683 { 1284 {
1684 tmp = arrow; 1285 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1686 } 1287 }
1687 } 1288 }
1289
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1291 {
1690 tmp = arrow; 1292 tmp = arrow;
1691 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1692 } 1294 }
1295
1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694 { 1297 {
1695 tmp = arrow; 1298 tmp = arrow;
1696 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1697 } 1300 }
1698 } 1301 }
1699 } 1302 }
1700 } 1303 }
1304
1701 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1702 return find_arrow (op, type); 1306 return find_arrow (op, type);
1703 1307
1704 *better = betterby; 1308 *better = betterby;
1705 return tmp; 1309 return tmp;
1709 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1314 * op = the shooter
1711 * type = bow->race 1315 * type = bow->race
1712 * dir = fire direction 1316 * dir = fire direction
1713 */ 1317 */
1714 1318static object *
1715object *
1716pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1717{ 1320{
1718 object *tmp = NULL; 1321 object *tmp = NULL;
1719 maptile *m; 1322 maptile *m;
1720 int i, mflags, found, number; 1323 int i, mflags, found, number;
1721 sint16 x, y; 1324 sint16 x, y;
1736 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1737 { 1340 {
1738 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1739 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1740 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 { 1346 {
1743 tmp = NULL; 1347 tmp = 0;
1744 break; 1348 break;
1745 } 1349 }
1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 { 1351 {
1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1750 */ 1354 */
1751 tmp = NULL; 1355 tmp = 0;
1752 break; 1356 break;
1753 } 1357 }
1358
1754 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1755 {
1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1758 {
1759 found++;
1760 break;
1761 }
1762 if (found)
1763 break; 1362 break;
1764 }
1765 } 1363 }
1766 if (tmp == NULL) 1364
1365 if (!tmp)
1767 return find_arrow (op, type); 1366 return find_arrow (op, type);
1768 1367
1769 if (tmp->head) 1368 if (tmp->head)
1770 tmp = tmp->head; 1369 tmp = tmp->head;
1771 1370
1784 */ 1383 */
1785int 1384int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1386{
1788 object *left, *bow; 1387 object *left, *bow;
1789 int bowspeed, mflags; 1388 int mflags;
1790 maptile *m; 1389 maptile *m;
1791 1390
1792 if (!dir) 1391 if (!dir)
1793 { 1392 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1394 return 0;
1796 } 1395 }
1797 if (op->type == PLAYER) 1396
1798 bow = op->contr->ranges[range_bow]; 1397 if (op->contr)
1398 bow = op->current_weapon;
1799 else 1399 else
1800 { 1400 {
1801 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* 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. 1403 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1408 if (!bow)
1809 { 1409 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1411 return 0;
1812 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1813 } 1416 }
1417
1814 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1815 { 1419 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1421 return 0;
1818 } 1422 }
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 1423
1828 if (arrow == NULL) 1424 if (arrow == NULL)
1829 { 1425 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1427 {
1832 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 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 */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1431 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1837 return 0; 1434 return 0;
1838 } 1435 }
1839 } 1436 }
1437
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1439 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1440 return 0;
1844 } 1441
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1443 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1445 return 0;
1849 } 1446 }
1850 1447
1851 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1852 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1853 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1854 arrow->destroy (); 1452 arrow->destroy ();
1855 return 0; 1453 return 0;
1856 } 1454 }
1857 1455
1858 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1860 if (arrow == NULL) 1458 if (!arrow)
1861 { 1459 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1461 return 0;
1864 } 1462 }
1463
1865 arrow->set_owner (op); 1464 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1466 arrow->direction = dir;
1869 arrow->x = sx; 1467
1870 arrow->y = sy; 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1498
1872 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1873 { 1500 {
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; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1907 } 1508 }
1908 else 1509 else
1909 { 1510 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1511 arrow->level = op->level;
1912 } 1512 arrow->stats.wc -= bow->magic;
1913 1513
1914 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1915 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1916 1519
1917 if (bow->slaying != NULL) 1520 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1522
1920 arrow->map = m; 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1526
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1925 insert_ob_in_map (arrow, m, op, 0); 1528 m->insert (arrow, sx, sy, op);
1926 1529
1927 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1531 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 1532
1938 return 1; 1533 return 1;
1939} 1534}
1940 1535
1941/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1943 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1944 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1945 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1946 * hence the function name. 1541 * hence the function name.
1947 */ 1542 */
1948int 1543static int
1949player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1950{ 1545{
1951 int ret = 0, wcmod = 0; 1546 int ret;
1952 1547
1953 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1954 { 1549 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1551 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1553 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1556 }
1963 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1964 { 1558 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968 } 1562 }
1969 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1564 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1568 }
1976 else 1569 else
1977 { 1570 {
1978 /* Simple case */ 1571 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1573 }
1574
1981 return ret; 1575 return ret;
1982} 1576}
1983
1984 1577
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1987 */ 1580 */
1988void 1581static void
1989fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1990{ 1583{
1991 object *item; 1584 object *item = op->contr->ranged_ob;
1992 1585
1993 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1994 { 1587 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1589 return;
1997 } 1590 }
1998 1591
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1592 if (!item->inv)
2001 { 1593 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1595 return;
2004 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
2005 if (item->type == WAND) 1601 if (item->type == WAND)
2006 { 1602 {
2007 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
2008 { 1604 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
2011 return; 1608 return;
2012 } 1609 }
2013 } 1610 }
2014 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2015 { 1612 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2017 { 1618 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
2019 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1623 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
2023 return; 1626 return;
2024 } 1627 }
2025 } 1628 }
2026 1629
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
2028 { 1631 {
2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
2030 if (item->type == WAND) 1634 if (item->type == WAND)
2031 { 1635 {
2032 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
2033 { 1637 {
2034 object *tmp; 1638 object *tmp;
2035 1639
2036 if (item->arch) 1640 if (item->arch)
2037 { 1641 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
2040 item->speed = 0; 1644 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1645 }
2043 if ((tmp = is_player_inv (item))) 1646
1647 if (object *pl = item->visible_to ())
2044 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
2045 } 1649 }
2046 } 1650 }
2047 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1652 drain_rod_charge (item);
2050 }
2051 } 1653 }
2052} 1654}
2053 1655
2054/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
2055 */ 1657 */
2056void 1658bool
2057fire (object *op, int dir) 1659fire (object *who, int dir)
2058{ 1660{
2059 int spellcost = 0; 1661 int spellcost = 0;
2060 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
2061 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
2063 make_visible (op); 1686 make_visible (who);
2064 1687
2065 switch (op->contr->shoottype) 1688 switch (ob->type)
2066 { 1689 {
2067 case range_none: 1690 case BOW:
2068 return;
2069
2070 case range_bow:
2071 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
2072 return; 1692 break;
2073 1693
2074 case range_magic: /* Casting spells */ 1694 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2076 return; 1696 break;
2077 1697
2078 case range_misc: 1698 case BUILDER:
2079 fire_misc_object (op, dir);
2080 return;
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); 1699 apply_map_builder (who, dir);
2103 return; 1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
2104 default: 1710 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
2106 return; 1712 break;
2107 } 1713 }
2108}
2109 1714
1715 return true;
1716}
2110 1717
2111 1718static object *
2112/* find_key
2113 * 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
2115 * This function merges both normal and locked door, since the logic
2116 * for both is the same - just the specific key is different.
2117 * pl is the player,
2118 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers.
2121 */
2122
2123object *
2124find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
2125{ 1720{
2126 object *tmp, *key; 1721 object *tmp, *key;
2127 1722
2128 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1724 if (!container->inv)
2130 return NULL; 1725 return 0;
2131 1726
2132 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1729 {
2135 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1731 break;
1732
2137 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
2139 */ 1735 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1737 break;
2142 } 1738 }
1739
2143 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1741 /* 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 1742 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1743 * a key, return
2147 */ 1744 */
2148 if (!tmp) 1745 if (!tmp)
2149 { 1746 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 {
2152 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
2154 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
2156 return key; 1751 return key;
2157 } 1752
2158 }
2159 if (!tmp) 1753 if (!tmp)
2160 return NULL; 1754 return 0;
2161 } 1755 }
1756
2162 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
2164 */ 1759 */
2165 if (pl != container) 1760 if (pl != container)
2166 { 1761 {
2167 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
2168 if (!pl->contr) 1763 if (!pl->contr)
2169 return NULL; 1764 return 0;
1765
2170 /* cases where this fails: 1766 /* cases where this fails:
2171 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
2172 * are not in the players inventory. 1768 * are not in the players inventory.
2173 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
2174 * containers can be used. 1770 * containers can be used.
2178 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
2179 * 1775 *
2180 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
2181 * all the others. 1777 * all the others.
2182 */ 1778 */
2183 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
2184 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2186 { 1782 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1785 return NULL;
2190 } 1786 }
2191 } 1787 }
1788
2192 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
2193} 1815}
2194 1816
2195/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
2197 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
2198 * 0 otherwise 1820 * 0 otherwise
2199 */ 1821 */
2200static int 1822static int
2201player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
2202{ 1824{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* 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 - 1826 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
2207 */ 1828 */
2208 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
2209 1830
2210 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
2211 if (key) 1832 if (key)
2212 { 1833 {
2213 object *container = key->env; 1834 object *container = key->env;
2214 1835
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
2217 make_visible (op); 1837 make_visible (op);
1838
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
2220 if (door->type == DOOR) 1842 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2225 { 1845 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2227 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1848 }
1849
2229 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1852
2232 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container);
2234 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2235 } 1854 }
2236 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2237 { 1856 {
2238 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2240 return 1; 1859 return 1;
2241 } 1860 }
1861
2242 return 0; 1862 return 0;
2243} 1863}
2244 1864
2245/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2250 */ 1870 */
2251 1871bool
2252void
2253move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2254{ 1873{
2255 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2256 sint16 nx, ny; 1875 {
2257 int on_battleground; 1876 --op->speed_left;
2258 maptile *m; 1877 return true;
1878 }
2259 1879
2260 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2262 1882
2263 on_battleground = op_on_battleground (op, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2264 1885
2265 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * 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 1890 * 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 1891 * 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 1892 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 1893 * move_ob uses.
2273 */ 1894 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2275 { 1910 }
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2277 { 1923 }
2278 m = get_map_from_coord (op->map, &nx, &ny); 1924
2279 if (!m) 1925 /* The following deals with possibly attacking peaceful
2280 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2281 } 1958 }
2282 else 1959 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; 1960 return false;
2289 } 1961 }
2290 1962
2291 mon = NULL; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
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 1964
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 1965 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2362 * attack them either. 1968 * attack them either.
2363 */ 1969 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 1972 && ((op->contr->peaceful
2367 (op->contr->peaceful 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 1974 && !on_battleground))
2369 && mon->contr-> 1975 {
2370 peaceful)) && 1976 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 1977 {
1978 --op->speed_left;
1979
2376 if (!op->contr->braced) 1980 if (!op->contr->braced)
2377 { 1981 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2380 } 1984 }
2381 else 1985 else
2382 { 1986 op->statusmsg ("You withhold your attack");
2383 new_draw_info (0, 0, op, "You withhold your attack"); 1987
2384 }
2385 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2386 make_visible (op); 1989 make_visible (op);
2387 }
2388 1990
1991 return true;
1992 }
1993 }
2389 /* If the object is a boulder or other rollable object, then 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
2391 */ 1996 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2393 { 2000 {
2001 --op->speed_left;
2002
2394 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2396 make_visible (op); 2005 make_visible (op);
2397 }
2398 2006
2007 return true;
2008 }
2009 }
2399 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2011 * 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: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2015 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 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))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2018 {
2409 2019 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 { 2020 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2418 2022
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); 2023 skill_attack (mon, op, 0, 0, 0);
2423 2024
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)) 2025 if (action_makes_visible (op))
2438 make_visible (op); 2026 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2027
2443int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2444move_player (object *op, int dir) 2036move_player (object *op, int dir)
2445{ 2037{
2446 int pick;
2447
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2449 return 0; 2039 return 0;
2450 2040
2451 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2453 { 2043 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2045 return 0;
2456 } 2046 }
2457 2047
2458 /* peterm: added following line */ 2048 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2051
2462 op->facing = dir; 2052 op->facing = dir;
2463 2053
2464 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2465 do_hidden_move (op); 2055 do_hidden_move (op);
2466 2056
2057 bool retval;
2058 int pick = 0;
2059
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2061 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2470 fire (op, dir); 2063 retval = fire (op, dir);
2471 else 2064 else
2472 { 2065 {
2473 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2067 pick = check_pick (op);
2475 } 2068 }
2476 2069
2477 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2071 * server can handle repeat firing.
2479 */ 2072 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2074 op->direction = dir;
2483 }
2484 else 2075 else
2485 {
2486 op->direction = 0; 2076 op->direction = 0;
2487 } 2077
2488 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2080 * for players.
2491 */ 2081 */
2492 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2493 return 0; 2083
2084 return retval;
2494} 2085}
2495 2086
2496/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2088 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2090 * the new speed values for commands.
2500 * 2091 *
2501 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2502 */ 2095 */
2503int 2096bool
2504handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2505{ 2098{
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)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2100 {
2528 flee_player (op); 2101 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 { 2102 {
2532 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2533 return 0; 2106 return true;
2534 } 2107 }
2108 else
2109 return false;
2535 } 2110 }
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 2111
2545 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2114 * called, so we recheck it here.
2548 */ 2115 */
2549 op->contr->socket->handle_command (); 2116 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2117 return true;
2552 2118
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 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); 2120 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2121
2569 return 0; 2122 return false;
2570} 2123}
2571 2124
2572int 2125static int
2573save_life (object *op) 2126save_life (object *op)
2574{ 2127{
2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2576 return 0; 2129 return 0;
2577 2130
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 { 2133 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 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)); 2135 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 2136
2587 tmp->destroy (); 2137 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589 2139
2590 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2592 2142
2593 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2594 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2595 2145
2596 fix_player (op); 2146 op->update_stats ();
2597 return 1; 2147 return 1;
2598 } 2148 }
2599 2149
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 return 0; 2153 return 0;
2604} 2154}
2605 2155
2606/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2609 * from. 2159 * from.
2610 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2611void 2177void
2612remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2613{ 2179{
2614 object *next; 2180 if (!flag [FLAG_REMOVED])
2615 2181 ::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} 2182}
2636
2637
2638/*
2639 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the
2642 * best, a misc file for object actions is probably better,
2643 * but there isn't one in the server directory.
2644 */
2645char *
2646gravestone_text (object *op)
2647{
2648 static char buf2[MAX_BUF];
2649 char buf[MAX_BUF];
2650 time_t now = time (NULL);
2651
2652 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else
2656 sprintf (buf, "%s\n", &op->name);
2657
2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2659 strcat (buf2, buf);
2660 if (op->type == PLAYER)
2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2662 else
2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2666 strcat (buf2, buf);
2667 if (op->type == PLAYER)
2668 {
2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2671 strcat (buf2, buf);
2672 }
2673
2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677
2678 return buf2;
2679}
2680
2681
2682 2183
2683void 2184void
2684do_some_living (object *op) 2185do_some_living (object *op)
2685{ 2186{
2686 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2193 int rate_grace = 2000;
2693 const int max_hp = 1; 2194 const int max_hp = 1;
2694 const int max_sp = 1; 2195 const int max_sp = 1;
2695 const int max_grace = 1; 2196 const int max_grace = 1;
2696 2197
2697 if (op->contr->outputs_sync) 2198 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 } 2199 {
2200 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2207 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2703 2216
2704 if (op->contr->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2705 { 2218 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2221 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2223 else
2712 { 2224 {
2713 gen_hp = op->stats.maxhp; 2225 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2227 }
2228
2716 if (op->contr->gen_sp >= 0) 2229 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2231 else
2719 { 2232 {
2720 gen_sp = op->stats.maxsp; 2233 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2235 }
2236
2723 if (op->contr->gen_grace >= 0) 2237 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2239 else
2726 { 2240 {
2727 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2243 }
2730 2244
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 */ 2245 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2777 { 2248 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2249 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2780 if (max_grace > 1) 2252 if (max_grace > 1)
2781 { 2253 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2255 if (over_grace > 0)
2784 { 2256 {
2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2797 } 2269 }
2798 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2799 } 2271 }
2800 2272
2273 if (op->stats.food > 0)
2274 {
2801 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2802 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2803 {
2804 if (op->stats.hp < op->stats.maxhp)
2805 { 2277 {
2806 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2807 /* dms do not consume food */ 2279
2808 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2809 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2810 op->stats.food--; 2287 op->stats.food--;
2288
2811 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2812 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2815 } 2294 }
2816 } 2295
2817 if (max_hp > 1) 2296 if (max_sp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 { 2297 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2823 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2824 } 2316 }
2825 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2826 { 2325 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2828 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829 } 2351 }
2830 else 2352 else
2831 {
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 } 2354 }
2834 } 2355 }
2835 2356
2836 /* Digestion */ 2357 /* Digestion */
2837 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2838 { 2359 {
2839#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 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 2362
2846 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2848 else 2364
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850 /* dms do not consume food */ 2365 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2367 op->stats.food--;
2853 } 2368 }
2854 }
2855 2369
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2371 {
2858 object *tmp, *flesh = NULL; 2372 object *flesh = 0;
2859 2373
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2375 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2380 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2867 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2384
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2386 break;
2870 } 2387 }
2871 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2872 flesh = tmp; 2389 flesh = tmp;
2873 } /* End if paid for object */ 2390 }
2874 } /* end of for loop */ 2391
2875 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2393 * eat flesh instead.
2877 */ 2394 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2396 {
2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2399 op->apply (flesh);
2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2879 { 2406 }
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2407
2881 manual_apply (op, flesh, 0); 2408 if (op->stats.food < 0)
2882 } 2409 {
2883 } /* end if player is starving */ 2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2884 2412
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2413 if (op->stats.hp < 0)
2886 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2887 2419
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2420 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2422 kill_player (op);
2423 }
2890} 2424}
2891
2892
2893 2425
2894/* If the player should die (lack of hp, food, etc), we call this. 2426/* 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 2427 * 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 2428 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2429 * file.
2898 */ 2430 */
2899void 2431void
2900kill_player (object *op) 2432kill_player (object *op)
2901{ 2433{
2902 char buf[MAX_BUF];
2903 int x, y; 2434 int x, y;
2904
2905 //int i;
2906 maptile *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2914 archetype *at; 2437 archetype *at;
2915 object *tmp; 2438 object *tmp;
2916 2439
2917 if (save_life (op)) 2440 if (save_life (op))
2918 return; 2441 return;
2919 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2920 2478
2921 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2923 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2924 */ 2482 */
2925 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2926 { 2484 {
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2952 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2954 if (tmp != NULL) 2489
2955 { 2490 tmp->name = format ("%s's finger" , &op->name);
2956 sprintf (buf, "%s's finger", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2957 tmp->name = buf; 2492 tmp->msg = format (
2958 sprintf (buf, " This finger has been cut off %s\n" 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2495 (int)op->level,
2961 tmp->msg = buf; 2496 op->contr->killer_name ()
2497 );
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2964 tmp->x = op->x, tmp->y = op->y; 2500 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 }
2967 2501
2968 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2971 return; 2507 return;
2972 } 2508 }
2973 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2974 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2975 2514
2976 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2977 2516
2978 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2518
2519 /* save the map location for corpse, gravestone */
2520 x = op->x;
2521 y = op->y;
2522 map = op->map;
2523
2524 /* NOT_PERMADEATH code. This basically brings the character back to
2525 * life if they are dead - it takes some exp and a random stat.
2526 * See the config.h file for a little more in depth detail about this.
2527 */
2528
2529 /* Basically two ways to go - remove a stat permanently, or just
2530 * make it depletion. This bunch of code deals with that aspect
2531 * of death.
2532 */
2533#ifndef COZY_SERVER
2534 if (settings.balanced_stat_loss)
2979 { 2535 {
2980 if (op->contr->explore) 2536 /* If stat loss is permanent, lose one stat only. */
2981 { 2537 /* 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"); 2538 more if they do. */
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2539 /* Higher level characters can afford things such as potions of
2984 op->stats.food = 999; 2540 restoration, or better, stat potions. So we slug them that
2985 return; 2541 little bit harder. */
2986 } 2542 /* GD */
2987 sprintf (buf, "%s starved to death.", &op->name); 2543 if (settings.stat_loss_on_death)
2988 strcpy (op->contr->killer, "starvation"); 2544 num_stats_lose = 1;
2545 else
2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2989 } 2547 }
2990 else 2548 else
2991 { 2549 num_stats_lose = 1;
2992 if (op->contr->explore) 2550
2993 { 2551 lost_a_stat = 0;
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2552
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2553 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 } 2554 {
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2555 i = rndm (NUM_STATS);
3002 2556
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) 2557 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2558 {
3032 else 2559 /* Pick a random stat and take a point off it. Tell the player
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2560 * what he lost.
2561 */
2562 change_attr_value (&(op->stats), i, -1);
2563 check_stat_bounds (&(op->stats));
2564 change_attr_value (&(op->contr->orig_stats), i, -1);
2565 check_stat_bounds (&(op->contr->orig_stats));
2566 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2567 lost_a_stat = 1;
3034 } 2568 }
3035 else 2569 else
3036 { 2570 {
3037 num_stats_lose = 1; 2571 /* deplete a stat */
3038 } 2572 archetype *deparch = archetype::find (shstr_depletion);
3039 lost_a_stat = 0; 2573 object *dep;
3040 2574
3041 for (z = 0; z < num_stats_lose; z++) 2575 dep = present_arch_in_ob (deparch, op);
3042 { 2576 if (!dep)
3043 i = RANDOM () % NUM_STATS;
3044
3045 if (settings.stat_loss_on_death)
3046 { 2577 {
3047 /* Pick a random stat and take a point off it. Tell the player 2578 dep = deparch->instance ();
3048 * what he lost. 2579 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 } 2580 }
3057 else 2581 lose_this_stat = 1;
2582 if (settings.balanced_stat_loss)
3058 { 2583 {
3059 /* deplete a stat */ 2584 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2585 /* Get the stat that we're about to deplete. */
3061 object *dep; 2586 this_stat = get_attr_value (&(dep->stats), i);
3062 2587 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2588 {
3066 dep = arch_to_object (deparch); 2589 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2590 int keep_chance = this_stat * this_stat;
3068 } 2591
3069 lose_this_stat = 1; 2592 /* 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) 2593 if (keep_chance < 1)
2594 keep_chance = 1;
2595
2596 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2598 {
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; 2599 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2600 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2601 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 } 2602 }
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 */ 2603 else
3111 if (this_stat >= -50)
3112 { 2604 {
3113 change_attr_value (&(dep->stats), i, -1); 2605 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; 2606 lose_this_stat = 0;
2607 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2608 this_stat, keep_chance, loss_chance,
2609 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2610 }
3119 } 2611 }
3120 } 2612 }
2613
2614 if (lose_this_stat)
2615 {
2616 this_stat = get_attr_value (&dep->stats, i);
2617 /* We could try to do something clever like find another
2618 * stat to reduce if this fails. But chances are, if
2619 * stats have been depleted to -50, all are pretty low
2620 * and should be roughly the same, so it shouldn't make a
2621 * difference.
2622 */
2623 if (this_stat >= -50)
2624 {
2625 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats ();
2629 lost_a_stat = 1;
2630 }
3121 } 2631 }
2632 }
2633 }
2634
3122 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2636 if (!lost_a_stat)
3124 { 2637 {
3125 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2639 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
3128 2641
3129 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3131 else 2644 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3133 } 2646 }
3134#else 2647#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3136#endif 2649#endif
3137 2650
3138 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2652 * exp loss on the stone.
3140 */ 2653 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
3142 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
3143 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
3144 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3145 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2661
3151 /**************************************/ 2662 /**************************************/
3152 /* */ 2663 /* */
3153 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */
3156 /* */ 2665 /* */
3157 /**************************************/ 2666 /**************************************/
3158 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2669 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 2670
3188 /* 2671 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2672 * 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 2673 * and put them back in the map.
3191 * in the map. 2674 */
3192 */ 2675 op->drop_unpaid_items ();
3193 2676
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/ 2677 /****************************************/
3198 /* */ 2678 /* */
3199 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
3201 /* */ 2681 /* */
3202 /****************************************/ 2682 /****************************************/
3203 2683
3204 enter_player_savebed (op); 2684 enter_player_savebed (op);
3205 2685
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2686 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2687
3212 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2691 * on the space that might harm the player.
3216 */ 2692 */
3217 will_kill_again = 0; 2693 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2694 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
3221 2697
3222 if (will_kill_again) 2698 if (will_kill_again)
3223 { 2699 {
3224 object *force; 2700 object *force;
3225 int at; 2701 int at;
3226 2702
3227 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2705 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2710 force->resist[at] = 100;
3235 2711
3236 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
3237 fix_player (op); 2713 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 { 2714 }
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 2715
3250 op->contr->party = NULL; 2716 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} 2717}
3310 2718
3311 2719static void
3312void
3313loot_object (object *op) 2720loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
3316 2723
3317 if (op->container) 2724 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2725
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
3323 { 2727 {
3324 next = tmp->below; 2728 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2729
2730 if (tmp->invisible)
3326 continue; 2731 continue;
2732
3327 tmp->remove (); 2733 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
3329 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2738
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2740 {
3335 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3336 { 2742 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3338 tmp2->destroy ();
3339 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3340 } 2745 }
3341 else 2746 else
3342 tmp->destroy (); 2747 tmp->destroy ();
3343 } 2748 }
3349/* 2754/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2757 * was changed.
3353 */ 2758 */
3354
3355void 2759void
3356fix_weight (void) 2760fix_weight ()
3357{ 2761{
3358 player *pl; 2762 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2763 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3363 2765
3364 if (old == sum) 2766 pl->ob->update_weight ();
3365 continue; 2767
3366 fix_player (pl->ob); 2768 if (old != pl->ob->carrying)
2769 {
2770 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3368 } 2773 }
3369} 2774}
3370 2775
3371void 2776void
3372fix_luck (void) 2777fix_luck ()
3373{ 2778{
3374 player *pl; 2779 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2781 pl->ob->change_luck (0);
3379} 2782}
3380
3381 2783
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3385 */ 2787 */
3386
3387void 2788void
3388cast_dust (object *op, object *throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3389{ 2790{
3390 object *skop, *spob; 2791 object *skop, *spob;
3391 2792
3418} 2819}
3419 2820
3420void 2821void
3421make_visible (object *op) 2822make_visible (object *op)
3422{ 2823{
3423 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3424 op->invisible = 0; 2825 op->invisible = 0;
2826
3425 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3426 { 2828 {
3427 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3429 } 2831 }
2832
3430 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3431} 2834}
3432 2835
3433int 2836int
3434is_true_undead (object *op) 2837is_true_undead (object *op)
3435{ 2838{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3439 return 1; 2840 return 1;
3440 2841
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; 2842 return 0;
3447} 2843}
3448 2844
3449/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3451 * indicate greater hideability. 2847 * indicate greater hideability.
3452 */ 2848 */
3453
3454int 2849int
3455hideability (object *ob) 2850hideability (object *ob)
3456{ 2851{
3457 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3458 sint16 x, y; 2853 sint16 x, y;
3459 2854
3460 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3461 return 0; 2856 return 0;
3462 2857
3463 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3464 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3465 2860
3466 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3467 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3468 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3469 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3470 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3471 2866
3472 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474 { 2871 {
3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3476 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue; 2874 continue;
3479 } 2875
3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3481 level += 2; 2877 level += 2;
3482 else /* open terrain! */ 2878 else /* open terrain! */
3483 level -= 1; 2879 level -= 1;
3484 } 2880 }
3492/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 2892 */
3497
3498void 2893void
3499do_hidden_move (object *op) 2894do_hidden_move (object *op)
3500{ 2895{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3502 object *skop;
3503 2897
3504 if (!op || !op->map) 2898 if (!op || !op->map)
3505 return; 2899 return;
3506 2900
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3508 2903
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3513 { 2907 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 2909 make_visible (op);
3516 return; 2910 return;
3517 } 2911 }
3518 else 2912 else
3519 num += 20; 2913 num += 20;
3520 } 2914
3521 num += op->map->difficulty; 2915 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 2917 num -= hide;
2918
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 2920 {
3526 make_visible (op); 2921 make_visible (op);
2922
3527 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 2925 }
3530 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 2928}
3535 2929
3536/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3537 2931
3538int 2932int
3565 if (mflags & P_OUT_OF_MAP) 2959 if (mflags & P_OUT_OF_MAP)
3566 continue; 2960 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 2962 continue;
3569 2963
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 2965 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 2967 return 1;
3574 else if (tmp->type == PLAYER) 2968 else if (tmp->type == PLAYER)
3575 { 2969 {
3586 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3587 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3588 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3589 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3590 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3591 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3592 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3593 * imply the way your head, or body is facing? Its possible 2987 * 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. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3595 * -b.t. 2989 * -b.t.
3596 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3597 */ 2991 */
3598
3599int 2992int
3600player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3601{ 2994{
3602 rv_vector rv; 2995 rv_vector rv;
3603 int dx, dy; 2996 int dx, dy;
3605 if (pl->type != PLAYER) 2998 if (pl->type != PLAYER)
3606 { 2999 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3001 return -1;
3609 } 3002 }
3003
3610 if (!pl || !op) 3004 if (!pl || !op)
3611 return 0; 3005 return 0;
3612 3006
3613 if (op->head)
3614 {
3615 op = op->head; 3007 op = op->head_ ();
3616 } 3008
3617 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3618 3010
3619 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3012 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3622 * a blocked los square. 3014 * a blocked los square.
3623 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3624 */ 3016 */
3625 while (op) 3017 while (op)
3626 { 3018 {
3627 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3629 3021
3630 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3024
3638 op = op->more; 3025 op = op->more;
3639 } 3026 }
3640 return 0;
3641}
3642 3027
3643/* routine for both players and monsters. We call this when
3644 * there is a possibility for our action distrubing our hiding
3645 * place or invisiblity spell. Artefact invisiblity is not
3646 * effected by this. If we arent invisible to begin with, we
3647 * return 0.
3648 */
3649int
3650action_makes_visible (object *op)
3651{
3652
3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3656 return 0;
3657
3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3660
3661 /* If monsters, they should become visible */
3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3665 return 1;
3666 }
3667 }
3668 return 0; 3028 return 0;
3669} 3029}
3670 3030
3671/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3672 * a player) is standing on a valid battleground-tile, 3032 * 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 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3678 */ 3038 */
3679int 3039int
3680op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3681{ 3041{
3682 object *tmp;
3683
3684 /* A battleground-tile needs the following attributes to be valid: 3042 /* 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), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3687 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3688 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3689 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3691 { 3049 {
3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 { 3051 {
3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3696 { 3056 {
3697 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 {
3700 object *invtmp;
3701
3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3703 { 3061 {
3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3706 if (x != NULL && y != NULL) 3062 if (x && y)
3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3708 return 1; 3065 return 1;
3709 }
3710 } 3066 }
3711 } 3067
3712 if (x != NULL && y != NULL) 3068 if (x && y)
3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3714 return 1; 3071 return 1;
3715 } 3072 }
3716 } 3073 }
3717 } 3074 }
3075
3718 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3719 return 0; 3077 return 0;
3720} 3078}
3721 3079
3722/* 3080/*
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3097 int i = 0, j = 0;
3740 3098
3741 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3744 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3746 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3748 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3750 3108
3751 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3752 return; 3110 return;
3753 3111
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3113
3756 if (tr == NULL || tr->item == NULL) 3114 if (!tr || !tr->item)
3757 { 3115 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3117 return;
3760 } 3118 }
3761 3119
3762 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3121 item = tr->item;
3764 3122
3765 if (item->type == SPELL) 3123 if (item->type == SPELL)
3766 { 3124 {
3767 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3768 return; 3126 return;
3827 { 3185 {
3828 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3187 object *skin;
3830 3188
3831 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3191 ;
3192
3833 if (skin == NULL) 3193 if (!skin)
3834 return; 3194 return;
3835 3195
3836 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3198 {
3868 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869 } 3229 }
3870 else 3230 else
3871 { 3231 {
3872 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3873 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3874 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3876 if (who->type == PLAYER)
3877 esrv_send_item (who, tmp);
3878 } 3236 }
3879} 3237}
3880 3238
3881/** 3239//-GPL
3882 * Unready an object for a player. This function does nothing if the object was 3240
3883 * not readied. 3241sint8
3884 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3885void 3257void
3886player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3887{ 3259{
3888 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob)
3893 {
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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