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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.225 by root, Thu Jan 1 18:35:48 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
167 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
168 strip_endline (subject); 133 strip_endline (subject);
169 size = 0; 134 size = 0;
170 news[0] = '\0'; 135 news[0] = '\0';
171 } 136 }
180 size += strlen (buf); 145 size += strlen (buf);
181 } 146 }
182 } 147 }
183 148
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 152}
296 153
297/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
298static void 155static void
299set_first_map (object *op) 156set_first_map (object *op)
300{ 157{
301 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
302 op->x = -1; 159 op->x = -1;
303 op->y = -1; 160 op->y = -1;
304 enter_exit (op, 0);
305} 161}
306 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
307/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 393
320 p->next = first_player; 394 pl->ob->roll_stats ();
321 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
322 397
323 p = get_player (p);
324
325 set_first_map (p->ob); 398 set_first_map (pl->ob);
326 399
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 400 return pl;
335} 401}
336 402
337/* 403/*
338 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
341 */ 407 */
342archetype * 408archetype *
343get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
344{ 410{
345 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
346 418
347 for (;;) 419 for (;;)
348 { 420 {
349 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
350 at = first_archetype; 422 i = archetypes.begin ();
351 else 423 else if (*i == at)
352 at = at->next; 424 cleanup ("not a single player archetype found");
353 425
354 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
355 return at; 427 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 428 }
363} 429}
364 430
365object * 431object *
366get_nearest_player (object *mon) 432get_nearest_player (object *mon)
367{ 433{
368 object *op = NULL; 434 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 435 objectlink *ol;
371 unsigned lastdist; 436 unsigned lastdist;
372 rv_vector rv; 437 rv_vector rv;
373 438
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 440 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 442 continue;
404 443
405 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
406 { 445 {
407 op = ol->ob; 446 op = ol->ob;
408 lastdist = rv.distance; 447 lastdist = rv.distance;
409 } 448 }
410 } 449 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 450
412 { 451 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
417 { 454 {
418 op = pl->ob; 455 op = pl->ob;
419 lastdist = rv.distance; 456 lastdist = rv.distance;
420 } 457 }
421 } 458
422 }
423#if 0 459#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 461#endif
426 return op; 462 return op;
427} 463}
445 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 483 * is probably not a good thing.
448 */ 484 */
449#define MAX_SPACES 50 485#define MAX_SPACES 50
450
451 486
452/* 487/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 521 x = mon->x;
487 y = mon->y; 522 y = mon->y;
488 m = mon->map; 523 m = mon->map;
489 dir = rv.direction; 524 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
492 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 529 if (diff > max)
494 return 0; 530 return 0;
531
495 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
496 { 533 {
497 lastx = x; 534 lastx = x;
498 lasty = y; 535 lasty = y;
499 lastmap = m; 536 lastmap = m;
581 max--; 618 max--;
582 lastdir = dir; 619 lastdir = dir;
583 if (!firstdir) 620 if (!firstdir)
584 firstdir = dir; 621 firstdir = dir;
585 } 622 }
623
586 if (diff <= 1) 624 if (diff <= 1)
587 { 625 {
588 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 627 * headed toward player for entire distance.
590 */ 628 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 631 }
632
594 if (diff > max) 633 if (diff > max)
595 return 0; 634 return 0;
596 } 635 }
636
597 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
598 if (!max) 638 if (!max)
599 return 0; 639 return 0;
600 640
601 return firstdir; 641 return firstdir;
602} 642}
603 643
604void 644void
605give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
606{ 646{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 647 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 649
612 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
613 { 651 {
614 next = op->below; 652 next = op->below;
615 653
616 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
622 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 661 * by this player due to race restrictions
624 */ 662 */
625 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
626 { 664 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
628 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 { 672 {
633 op->destroy (); 673 op->destroy ();
634 continue; 674 continue;
635 } 675 }
636 } 676 }
659 if (op->nrof > 1) 699 if (op->nrof > 1)
660 op->nrof = 1; 700 op->nrof = 1;
661 } 701 }
662 702
663 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 705
668 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
670 * merged properly. 708 * merged properly.
671 */ 709 */
672 if (need_identify (op)) 710 if (need_identify (op))
673 { 711 {
674 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 715 }
716
678 if (op->type == SPELL) 717 if (op->type == SPELL)
679 { 718 {
680 op->destroy (); 719 op->destroy ();
681 continue; 720 continue;
682 } 721 }
684 { 723 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 725 op->stats.exp = 0;
687 op->level = 1; 726 op->level = 1;
688 } 727 }
689 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
693 731
694 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
695 link_player_skills (pl); 733 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 734}
780 735
781void 736void
782get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
783{ 738{
784 if (party == NULL) 739 if (party == NULL)
785 { 740 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 742 return;
788 } 743 }
744
789 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 749}
794
795 750
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 752static int
798roll_stat (void) 753roll_stat (void)
799{ 754{
800 int a[4], i, j, k; 755 int a[4], i, j, k;
801 756
802 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
804 759
805 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 761 if (a[i] < k)
807 k = a[i], j = i; 762 k = a[i], j = i;
808 763
809 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 765 if (i != j)
812 k += a[i]; 766 k += a[i];
813 } 767
814 return k; 768 return k;
815} 769}
816 770
817void 771void
818roll_stats (object *op) 772object::roll_stats ()
819{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
820 int sum = 0; 778 int sum = 0;
821 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
823 781
824 do 782 if (sum >= 82 && sum <= 116)
783 break;
825 { 784 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 785
837 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 788
846 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
847 do 790 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 791
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 792 stats.exp = 0;
882 op->stats.ac = 0; 793 stats.ac = 0;
883 794
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
892 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
893} 807}
894 808
895void 809void
896Roll_Again (object *op) 810object::swap_stats (int a, int b)
897{ 811{
898 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 813
903void 814 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
905{ 841{
906 signed char tmp;
907 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
908 843
909 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 846}
1024 847
1025/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1029 * not the class. 852 * not the class.
1030 */ 853 */
1031 854void
1032int 855player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 856{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1049 859
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 861 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
1053 863
1054 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1056 866
1057 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1058 868
1059 if (op->msg) 869 if (ob->msg)
1060 op->msg = NULL; 870 ob->msg = 0;
1061 871
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 872 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1076 fix_player (op); 876 ob->update_stats ();
1077 877
1078 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1079 * is one for this race 879 * is one for this race
1080 */ 880 */
1081 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1082 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 883 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
1098 886
1099 return 0; 887void
1100 } 888player::chargen_race_next ()
1101 889{
1102 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1104 */ 892 */
1105 893
1106 tmp_loop = 0; 894 do
1107 while (!tmp_loop)
1108 { 895 {
1109 shstr name = op->name; 896 shstr name = ob->name;
1110 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1111 898
1112 remove_statbonus (op); 899 ob->remove_statbonus ();
1113 op->remove (); 900 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
1116 op->instantiate (); 903 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1119 op->x = x; 906 ob->x = x;
1120 op->y = y; 907 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 911 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 912 }
913 while (!allowed_class (ob));
1127 914
1128 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 917 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 920 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 921}
1190 922
1191void 923void
1192flee_player (object *op) 924flee_player (object *op)
1193{ 925{
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 933 return;
1202 } 934 }
1203 935
1204 if (op->enemy == NULL) 936 if (!op->enemy)
1205 { 937 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1208 return; 940 return;
1209 } 941 }
1210 942
1211 /* Seen some crashes here. Since we don't store an
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL;
1219 return;
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 { 944 {
1224 op->enemy = NULL; 945 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 947 return;
1227 } 948 }
949
1228 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1229 951
1230 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1232 { 954 {
1233 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1234 956
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 958 return;
1238 }
1239 } 959 }
960
1240 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 963 op->enemy = NULL;
1243} 964}
1244 965
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 968 * stop.
1249 */ 969 */
1250int 970int
1251check_pick (object *op) 971check_pick (object *op)
1252{ 972{
1253 object *tmp, *next; 973 object *tmp, *next;
1254 int stop = 0; 974 int stop = 0;
1255 int j, k, wvratio; 975 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 976
1258 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1260 return 1; 979 return 1;
1261 980
1262 next = op->below; 981 next = op->below;
1263 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1264 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1265 * destroyed */ 987 * destroyed */
1266 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1267 { 989 {
1268 tmp = next; 990 tmp = next;
1269 next = tmp->below; 991 next = tmp->below;
1270 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1271 if (op->destroyed ()) 999 if (op->destroyed ())
1272 return 0; 1000 return 0;
1273 1001
1274 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1275 continue; 1003 continue;
1276 1004
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 1006 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1281 continue; 1010 continue;
1282 } 1011 }
1283 1012
1284 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1286 { 1075 {
1287 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1288 { 1135 {
1289 case 0: 1136 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1137 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 1138 }
1322 } 1139 }
1323 else 1140
1324 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1327 { 1144 {
1328 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1146 continue;
1147 }
1402 1148
1403 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1405 continue; 1154 continue;
1155 }
1406 1156
1407 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1408 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1409 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1410 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1411 { 1228 {
1412 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1413 continue; 1230 continue;
1414 } 1231 }
1232 }
1415 1233
1234 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1237 {
1419 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1420 continue; 1239 continue;
1421 } 1240 }
1422 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1423 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1424 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 { 1249 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1252 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1471 { 1256 {
1472 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1258 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1259 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1263#endif
1264 CHK_PICK_PICKUP;
1613 continue; 1265 continue;
1614 }
1615 } 1266 }
1616 } /* the new pickup model */ 1267 } /* the new pickup model */
1617 } 1268 }
1618 1269
1619 return !stop; 1270 return !stop;
1625 * found object is returned. 1276 * found object is returned.
1626 */ 1277 */
1627object * 1278object *
1628find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1629{ 1280{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1636 return op; 1290 return arrow;
1291 }
1292
1637 return tmp; 1293 return 0;
1638} 1294}
1639 1295
1640/* 1296/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1301 */
1646
1647object * 1302object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1304{
1650 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1652 1307
1653 if (!type) 1308 if (!type)
1657 { 1312 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 { 1314 {
1660 i = 0; 1315 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1662 if (i > betterby) 1318 if (i > betterby)
1663 { 1319 {
1664 tmp = ntmp; 1320 tmp = ntmp;
1665 betterby = i; 1321 betterby = i;
1666 } 1322 }
1667 } 1323 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1325 {
1670 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1672 { 1328 {
1673 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1674 { 1330 {
1675 *better = 100; 1331 *better = 100;
1676 return arrow; 1332 return arrow;
1684 else 1340 else
1685 { 1341 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1343 {
1688 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1347 {
1692 tmp = arrow; 1348 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1350 }
1695 } 1351 }
1352
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1354 {
1698 tmp = arrow; 1355 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1357 }
1358
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1360 {
1703 tmp = arrow; 1361 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1363 }
1706 } 1364 }
1707 } 1365 }
1708 } 1366 }
1367
1709 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1369 return find_arrow (op, type);
1711 1370
1712 *better = betterby; 1371 *better = betterby;
1713 return tmp; 1372 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1376 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1377 * op = the shooter
1719 * type = bow->race 1378 * type = bow->race
1720 * dir = fire direction 1379 * dir = fire direction
1721 */ 1380 */
1722
1723object * 1381object *
1724pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1383{
1726 object *tmp = NULL; 1384 object *tmp = NULL;
1727 maptile *m; 1385 maptile *m;
1728 int i, mflags, found, number; 1386 int i, mflags, found, number;
1729 sint16 x, y; 1387 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1745 { 1403 {
1746 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1409 {
1751 tmp = NULL; 1410 tmp = 0;
1752 break; 1411 break;
1753 } 1412 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 { 1414 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1758 */ 1417 */
1759 tmp = NULL; 1418 tmp = 0;
1760 break; 1419 break;
1761 } 1420 }
1421
1762 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1425 break;
1772 }
1773 } 1426 }
1774 if (tmp == NULL) 1427
1428 if (!tmp)
1775 return find_arrow (op, type); 1429 return find_arrow (op, type);
1776 1430
1777 if (tmp->head) 1431 if (tmp->head)
1778 tmp = tmp->head; 1432 tmp = tmp->head;
1779 1433
1792 */ 1446 */
1793int 1447int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1448fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1449{
1796 object *left, *bow; 1450 object *left, *bow;
1797 int bowspeed, mflags; 1451 int mflags;
1798 maptile *m; 1452 maptile *m;
1799 1453
1800 if (!dir) 1454 if (!dir)
1801 { 1455 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1457 return 0;
1804 } 1458 }
1805 1459
1806 if (op->type == PLAYER) 1460 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1461 bow = op->current_weapon;
1808 else 1462 else
1809 { 1463 {
1810 for (bow = op->inv; bow; bow = bow->below) 1464 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1465 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1466 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1471 if (!bow)
1818 { 1472 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1474 return 0;
1821 } 1475 }
1476
1477 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below)
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1822 } 1483 }
1823 1484
1824 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1825 { 1486 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1488 return 0;
1828 } 1489 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1490
1839 if (arrow == NULL) 1491 if (arrow == NULL)
1840 { 1492 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1494 {
1843 if (op->type == PLAYER) 1495 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1498 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1848 return 0; 1501 return 0;
1849 } 1502 }
1850 } 1503 }
1851 1504
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1513 }
1861 1514
1862 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1864 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1519 arrow->destroy ();
1866 return 0; 1520 return 0;
1867 } 1521 }
1868 1522
1869 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1871 if (!arrow) 1525 if (!arrow)
1872 { 1526 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1874 return 0; 1528 return 0;
1875 } 1529 }
1876 1530
1877 arrow->set_owner (op); 1531 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1532 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1533 arrow->direction = dir;
1881 arrow->x = sx; 1534
1882 arrow->y = sy; 1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype;
1538
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541
1542#if 0
1543 if (player *pl = op->contr)
1544 {
1545 float speed = pl->weapon_sp;
1546
1547 /* penalize ROF for bestarrow */
1548 if (pl->bowtype == bow_bestarrow)
1549 speed *= .9f;
1550 else
1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552
1553 op->speed_left += speed - op->speed;
1554 }
1555#endif
1556
1557 SET_ANIMATION (arrow, arrow->direction);
1558
1559 /* update the speed */
1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561 + bow->stats.dam / 7.f;
1562
1563 arrow->set_speed (max (arrow->speed, 2.f));
1564 arrow->speed_left = 0;
1565
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1567
1884 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1885 { 1569 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1570 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1571 wc -= dex_bonus[op->stats.Dex];
1572
1573 if (!arrow->slaying)
1574 arrow->slaying = op->slaying;
1575
1576 arrow->attacktype |= op->attacktype;
1919 } 1577 }
1920 else 1578 else
1921 { 1579 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1580 arrow->level = op->level;
1924 } 1581 arrow->stats.wc -= bow->magic;
1925 1582
1926 if (arrow->attacktype == AT_PHYSICAL) 1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1927 arrow->attacktype |= bow->attacktype; 1586 arrow->attacktype |= bow->attacktype;
1587 }
1928 1588
1929 if (bow->slaying) 1589 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1591
1932 arrow->map = m; 1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1595
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1597 m->insert (arrow, sx, sy, op);
1938 1598
1939 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1600 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949 1601
1950 return 1; 1602 return 1;
1951} 1603}
1952 1604
1953/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1958 * hence the function name. 1610 * hence the function name.
1959 */ 1611 */
1960int 1612int
1961player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1962{ 1614{
1963 int ret = 0, wcmod = 0; 1615 int ret;
1964 1616
1965 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1966 { 1618 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1620 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1622 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1972 wcmod = -1;
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1625 }
1975 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1976 { 1627 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 } 1631 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1633 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1637 }
1988 else 1638 else
1989 { 1639 {
1990 /* Simple case */ 1640 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1641 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1642 }
1643
1993 return ret; 1644 return ret;
1994} 1645}
1995
1996 1646
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1647/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1648 * Broken apart from 'fire' to keep it more readable.
1999 */ 1649 */
2000void 1650void
2001fire_misc_object (object *op, int dir) 1651fire_misc_object (object *op, int dir)
2002{ 1652{
2003 object *item; 1653 object *item = op->contr->ranged_ob;
2004 1654
2005 if (!op->contr->ranges[range_misc]) 1655 if (!item)
2006 { 1656 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1657 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1658 return;
2009 } 1659 }
2010 1660
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1661 if (!item->inv)
2013 { 1662 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1664 return;
2016 } 1665 }
1666
1667 if (!op->change_weapon (item))
1668 return;
1669
2017 if (item->type == WAND) 1670 if (item->type == WAND)
2018 { 1671 {
2019 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
2020 { 1673 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676
2023 return; 1677 return;
2024 } 1678 }
2025 } 1679 }
2026 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
2027 { 1681 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2029 { 1687 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
2031 if (item->type == ROD) 1690 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1692 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694
2035 return; 1695 return;
2036 } 1696 }
2037 } 1697 }
2038 1698
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1700 {
2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
2042 if (item->type == WAND) 1703 if (item->type == WAND)
2043 { 1704 {
2044 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
2045 { 1706 {
2046 object *tmp; 1707 object *tmp;
2047 1708
2048 if (item->arch) 1709 if (item->arch)
2049 { 1710 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
2052 item->speed = 0; 1713 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1714 }
2055 if ((tmp = is_player_inv (item))) 1715
1716 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1718 }
2058 } 1719 }
2059 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1721 drain_rod_charge (item);
2062 }
2063 } 1722 }
2064} 1723}
2065 1724
2066/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
2067 */ 1726 */
2068void 1727bool
2069fire (object *op, int dir) 1728fire (object *op, int dir)
2070{ 1729{
2071 int spellcost = 0; 1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
2072 1752
2073 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
2075 make_visible (op); 1755 make_visible (op);
2076 1756
2077 switch (op->contr->shoottype) 1757 switch (ob->type)
2078 { 1758 {
2079 case range_none: 1759 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
2084 return; 1761 break;
2085 1762
2086 case range_magic: /* Casting spells */ 1763 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1765 break;
2089 1766
2090 case range_misc: 1767 case BUILDER:
1768 apply_map_builder (op, dir);
1769 break;
1770
1771 case SKILL:
1772 do_skill (op, op, ob, dir, 0);
1773 break;
1774
1775 default:
2091 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
2092 return; 1777 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1778 }
2120}
2121 1779
2122 1780 return true;
1781}
2123 1782
2124/* find_key 1783/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1784 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1786 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1788 * pl is the player,
2130 * inv is the objects inventory to searched 1789 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1790 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1791 * This function can be called recursively to search containers.
2133 */ 1792 */
2134
2135object * 1793object *
2136find_key (object *pl, object *container, object *door) 1794find_key (object *pl, object *container, object *door)
2137{ 1795{
2138 object *tmp, *key; 1796 object *tmp, *key;
2139 1797
2140 /* Should not happen, but sanity checking is never bad */ 1798 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1799 if (!container->inv)
2142 return NULL; 1800 return 0;
2143 1801
2144 /* First, lets try to find a key in the top level inventory */ 1802 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1803 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1804 {
2147 if (door->type == DOOR && tmp->type == KEY) 1805 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1806 break;
2149 /* For sanity, we should really check door type, but other stuff 1807 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1808 * (like containers) can be locked with special keys
2151 */ 1809 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1811 break;
2154 } 1812 }
1813
2155 /* No key found - lets search inventories now */ 1814 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1815 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1816 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1817 * a key, return
2159 */ 1818 */
2160 if (!tmp) 1819 if (!tmp)
2161 { 1820 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1821 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1822 {
2164 /* No reason to search empty containers */ 1823 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1824 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1825 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1826 if ((key = find_key (pl, tmp, door)))
2168 return key; 1827 return key;
2169 } 1828 }
2170 } 1829 }
1830
2171 if (!tmp) 1831 if (!tmp)
2172 return NULL; 1832 return NULL;
2173 } 1833 }
1834
2174 /* We get down here if we have found a key. Now if its in a container, 1835 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1836 * see if we actually want to use it
2176 */ 1837 */
2177 if (pl != container) 1838 if (pl != container)
2178 { 1839 {
2192 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
2193 * all the others. 1854 * all the others.
2194 */ 1855 */
2195 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1859 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1862 return NULL;
2202 } 1863 }
2203 } 1864 }
1865
2204 return tmp; 1866 return tmp;
2205} 1867}
2206 1868
2207/* moved door processing out of move_player_attack. 1869/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1870 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1872 * 0 otherwise
2211 */ 1873 */
2212static int 1874static int
2213player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
2214{ 1876{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1878 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
2219 */ 1880 */
2220 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
2221 1882
2222 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
2223 if (key) 1884 if (key)
2224 { 1885 {
2225 object *container = key->env; 1886 object *container = key->env;
2226 1887
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
2229 make_visible (op); 1889 make_visible (op);
1890
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1892 spring_trap (door->inv, op);
1893
2232 if (door->type == DOOR) 1894 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
2237 { 1897 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2239 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1900 }
1901
2241 /* Do this after we print the message */ 1902 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1904
2244 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container);
2246 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
2247 } 1906 }
2248 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
2249 { 1908 {
2250 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2252 return 1; 1911 return 1;
2253 } 1912 }
1913
2254 return 0; 1914 return 0;
2255} 1915}
2256 1916
2257/* This function is just part of a breakup from move_player. 1917/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2262 */ 1922 */
2263 1923bool
2264void
2265move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2266{ 1925{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 1926 int on_battleground;
2270 maptile *m;
2271 1927
2272 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2274 1930
2275 on_battleground = op_on_battleground (op, NULL, NULL); 1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
2276 1941
2277 /* If braced, or can't move to the square, and it is not out of the 1942 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 1943 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 1944 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 1946 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 1947 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 1948 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1949 * move_ob uses.
2285 */ 1950 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2287 { 1966 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
2289 { 1979 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1980
2291 if (!m) 1981 /* The following deals with possibly attacking peaceful
2292 return; /* Don't think this should happen */ 1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2293 } 2014 }
2294 else 2015 else
2295 m = op->map;
2296
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2016 return false;
2301 } 2017 }
2302 2018
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp != NULL)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head != NULL)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2369 }
2370
2371 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2022 * attack them either.
2375 */ 2023 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2024 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2026 && ((op->contr->peaceful
2379 (op->contr->peaceful 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2028 && !on_battleground))
2381 && mon->contr-> 2029 {
2382 peaceful)) && 2030 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2031 {
2032 --op->speed_left;
2033
2388 if (!op->contr->braced) 2034 if (!op->contr->braced)
2389 { 2035 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2392 } 2038 }
2393 else 2039 else
2394 { 2040 op->statusmsg ("You withhold your attack");
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2041
2396 }
2397 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2398 make_visible (op); 2043 make_visible (op);
2399 }
2400 2044
2045 return true;
2046 }
2047 }
2401 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 2049 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2050 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2405 { 2054 {
2055 --op->speed_left;
2056
2406 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2408 make_visible (op); 2059 make_visible (op);
2409 }
2410 2060
2061 return true;
2062 }
2063 }
2411 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2065 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2067 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2068 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2069 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2072 {
2421 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2074 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2075 --op->contr->weapon_sp_left;
2430 2076
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2077 skill_attack (mon, op, 0, 0, 0);
2435 2078
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2450 make_visible (op); 2080 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2081
2455int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2456move_player (object *op, int dir) 2090move_player (object *op, int dir)
2457{ 2091{
2458 int pick; 2092 int pick;
2459 2093
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2095 return 0;
2462 2096
2463 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2465 { 2099 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2100 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2101 return 0;
2468 } 2102 }
2469 2103
2470 /* peterm: added following line */ 2104 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2107
2474 op->facing = dir; 2108 op->facing = dir;
2475 2109
2476 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2111 do_hidden_move (op);
2478 2112
2113 bool retval;
2114
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2116 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2482 fire (op, dir); 2118 retval = fire (op, dir);
2483 else 2119 else
2484 { 2120 {
2485 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2122 pick = check_pick (op);
2487 } 2123 }
2488 2124
2489 /* Add special check for newcs players and fire on - this way, the 2125 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2126 * server can handle repeat firing.
2491 */ 2127 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2128 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2129 op->direction = dir;
2495 }
2496 else 2130 else
2497 {
2498 op->direction = 0; 2131 op->direction = 0;
2499 } 2132
2500 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2135 * for players.
2503 */ 2136 */
2504 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2505 return 0; 2138
2139 return retval;
2506} 2140}
2507 2141
2508/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2143 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2145 * the new speed values for commands.
2512 * 2146 *
2513 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2514 */ 2150 */
2515int 2151bool
2516handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2517{ 2153{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2155 {
2540 flee_player (op); 2156 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2157 {
2544 op->speed_left--; 2158 --op->speed_left;
2159 flee_player (op);
2160
2545 return 0; 2161 return true;
2546 } 2162 }
2163 else
2164 return false;
2547 } 2165 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2166
2557 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2169 * called, so we recheck it here.
2560 */ 2170 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2171 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2172 return true;
2567 2173
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2175 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2176
2584 return 0; 2177 return false;
2585} 2178}
2586 2179
2587int 2180int
2588save_life (object *op) 2181save_life (object *op)
2589{ 2182{
2591 return 0; 2184 return 0;
2592 2185
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2188 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 op->play_sound (sound_find ("ob_evaporate"));
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598
2599 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count);
2601 2191
2602 tmp->destroy (); 2192 tmp->destroy ();
2603 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604 2194
2605 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2606 op->stats.hp = op->stats.maxhp; 2196 op->stats.hp = op->stats.maxhp;
2607 2197
2608 if (op->stats.food < 0) 2198 if (op->stats.food < 0)
2609 op->stats.food = 999; 2199 op->stats.food = 999;
2610 2200
2611 fix_player (op); 2201 op->update_stats ();
2612 return 1; 2202 return 1;
2613 } 2203 }
2614 2204
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2206 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618 return 0; 2208 return 0;
2619} 2209}
2620 2210
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2624 * from. 2214 * from.
2625 */ 2215 */
2216static void
2217drop_unpaid_items (object *op, object *env)
2218{
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230}
2231
2626void 2232void
2627remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2628{ 2234{
2629 object *next; 2235 if (!flag [FLAG_REMOVED])
2630 2236 ::drop_unpaid_items (inv, this);
2631 while (op)
2632 {
2633 next = op->below; /* Make sure we have a good value, in case
2634 * we remove object 'op'
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0);
2644 }
2645 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env);
2647
2648 op = next;
2649 }
2650} 2237}
2651
2652 2238
2653/* 2239/*
2654 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2657 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2658 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2659 */ 2245 */
2660char * 2246const char *
2661gravestone_text (object *op) 2247gravestone_text (object *op)
2662{ 2248{
2663 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2664 char buf[MAX_BUF];
2665 time_t now = time (NULL);
2666 2250
2667 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2668 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2670 else
2671 sprintf (buf, "%s\n", &op->name);
2672 2256
2673 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2674 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2675 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2676 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2677 else
2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679 2265
2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 if (op->type == PLAYER)
2683 { 2266 {
2684 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2685 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2686 strcat (buf2, buf);
2687 }
2688
2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2691 strcat (buf2, buf); 2271 }
2692 2272
2693 return buf2; 2273 return buf;
2694} 2274}
2695
2696
2697 2275
2698void 2276void
2699do_some_living (object *op) 2277do_some_living (object *op)
2700{ 2278{
2701 int last_food = op->stats.food; 2279 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2285 int rate_grace = 2000;
2708 const int max_hp = 1; 2286 const int max_hp = 1;
2709 const int max_sp = 1; 2287 const int max_sp = 1;
2710 const int max_grace = 1; 2288 const int max_grace = 1;
2711 2289
2712 if (op->contr->outputs_sync) 2290 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 if (!op->invisible--)
2303 {
2304 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306 }
2307 }
2718 2308
2719 if (op->contr->state == ST_PLAYING) 2309 if (op->contr->ns->state == ST_PLAYING)
2720 { 2310 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2311 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2312 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2313 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2314 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2315 else
2727 { 2316 {
2728 gen_hp = op->stats.maxhp; 2317 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2318 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2319 }
2320
2731 if (op->contr->gen_sp >= 0) 2321 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2322 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2323 else
2734 { 2324 {
2735 gen_sp = op->stats.maxsp; 2325 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2326 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2327 }
2328
2738 if (op->contr->gen_grace >= 0) 2329 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2331 else
2741 { 2332 {
2742 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2335 }
2745 2336
2746 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp)
2751 {
2752 op->stats.sp++;
2753 /* dms do not consume food */
2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2755 {
2756 op->stats.food--;
2757 if (op->contr->digestion < 0)
2758 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food;
2761 }
2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 }
2788
2789 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2792 { 2340 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2341 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2342 op->stats.grace++; /* no penalty in food for regaining grace */
2343
2795 if (max_grace > 1) 2344 if (max_grace > 1)
2796 { 2345 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2346 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2347 if (over_grace > 0)
2799 { 2348 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2812 } 2361 }
2813 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2814 } 2363 }
2815 2364
2365 if (op->stats.food > 0)
2366 {
2816 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2817 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp)
2820 { 2369 {
2821 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2822 /* dms do not consume food */ 2371
2823 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2824 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2825 op->stats.food--; 2379 op->stats.food--;
2380
2826 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2830 } 2386 }
2831 } 2387
2832 if (max_hp > 1) 2388 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2389 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2838 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2408 }
2840 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2841 { 2417 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2843 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 } 2443 }
2845 else 2444 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2446 }
2849 } 2447 }
2850 2448
2851 /* Digestion */ 2449 /* Digestion */
2852 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2853 { 2451 {
2854#ifdef COZY_SERVER 2452 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2453 penalty = max (0, -op->contr->digestion);
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2454
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2456
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2457 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2459 op->stats.food--;
2868 } 2460 }
2869 }
2870 2461
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2463 {
2873 object *tmp, *flesh = NULL; 2464 object *flesh = 0;
2874 2465
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2467 {
2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2472 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2473 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2478 break;
2885 } 2479 }
2886 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2887 flesh = tmp; 2481 flesh = tmp;
2888 } /* End if paid for object */ 2482 }
2889 } /* end of for loop */ 2483
2890 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2485 * eat flesh instead.
2892 */ 2486 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2488 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2896 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2897 } 2501 {
2898 } /* end if player is starving */ 2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2899 2504
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2505 if (op->stats.hp < 0)
2901 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2902 2511
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2512 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2514 kill_player (op);
2515 }
2905} 2516}
2906
2907
2908 2517
2909/* If the player should die (lack of hp, food, etc), we call this. 2518/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2519 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2520 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2521 * file.
2913 */ 2522 */
2914void 2523void
2915kill_player (object *op) 2524kill_player (object *op)
2916{ 2525{
2917 char buf[MAX_BUF];
2918 int x, y; 2526 int x, y;
2919
2920 //int i;
2921 maptile *map; /* this is for resurrection */ 2527 maptile *map; /* this is for resurrection */
2922
2923 /* int z;
2924 int num_stats_lose;
2925 int lost_a_stat;
2926 int lose_this_stat;
2927 int this_stat; */
2928 int will_kill_again; 2528 int will_kill_again;
2929 archetype *at; 2529 archetype *at;
2930 object *tmp; 2530 object *tmp;
2931 2531
2932 if (save_life (op)) 2532 if (save_life (op))
2933 return; 2533 return;
2934 2534
2535 dynbuf_text deathtab;
2536
2537 /* restore player */
2538 at = archetype::find ("poisoning");
2539 if (object *tmp = present_arch_in_ob (at, op))
2540 {
2541 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r";
2543 }
2544
2545 at = archetype::find ("confusion");
2546 if (object *tmp = present_arch_in_ob (at, op))
2547 {
2548 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r";
2550 }
2551
2552 cure_disease (op, 0, 0); /* remove any disease */
2553
2554 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0)
2559 op->stats.food = 999;
2560
2561 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; )
2564 {
2565 object *next = item->below;
2566
2567 if (item->type == SPELL_EFFECT && item->active)
2568 item->destroy ();
2569
2570 item = next;
2571 }
2935 2572
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2573 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2574 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2575 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2576 */
2940 if (op_on_battleground (op, &x, &y)) 2577 if (op_on_battleground (op, &x, &y))
2941 { 2578 {
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2579 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948 if (tmp)
2949 {
2950 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 }
2953
2954 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op);
2956 if (tmp)
2957 {
2958 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 }
2961
2962 cure_disease (op, 0); /* remove any disease */
2963 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0)
2965 op->stats.food = 999;
2966 2580
2967 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2583 {
2971 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2972 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2973 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2593 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2594 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2595 }
2982 2596
2983 /* teleport defeated player to new destination */ 2597 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2598 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2599 op->contr->braced = 0;
2600
2601 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 return; 2602 return;
2987 } 2603 }
2988 2604
2605 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2606 deathtab << "T<YOU HAVE DIED>\n\n";
2607
2989 INVOKE_PLAYER (DEATH, op->contr); 2608 INVOKE_PLAYER (DEATH, op->contr);
2990 2609
2991 command_kill_pets (op, 0); 2610 command_kill_pets (op, 0);
2992 2611
2993 if (op->stats.food < 0) 2612 op->contr->play_sound (sound_find ("player_dies"));
2613
2614 /* save the map location for corpse, gravestone */
2615 x = op->x;
2616 y = op->y;
2617 map = op->map;
2618
2619 /* NOT_PERMADEATH code. This basically brings the character back to
2620 * life if they are dead - it takes some exp and a random stat.
2621 * See the config.h file for a little more in depth detail about this.
2622 */
2623
2624 /* Basically two ways to go - remove a stat permanently, or just
2625 * make it depletion. This bunch of code deals with that aspect
2626 * of death.
2627 */
2628#ifndef COZY_SERVER
2629 if (settings.balanced_stat_loss)
2994 { 2630 {
2995 if (op->contr->explore) 2631 /* If stat loss is permanent, lose one stat only. */
2996 { 2632 /* Lower level chars don't lose as many stats because they suffer
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2633 more if they do. */
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2634 /* Higher level characters can afford things such as potions of
2999 op->stats.food = 999; 2635 restoration, or better, stat potions. So we slug them that
3000 return; 2636 little bit harder. */
3001 } 2637 /* GD */
3002 sprintf (buf, "%s starved to death.", &op->name); 2638 if (settings.stat_loss_on_death)
3003 strcpy (op->contr->killer, "starvation"); 2639 num_stats_lose = 1;
2640 else
2641 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3004 } 2642 }
3005 else 2643 else
3006 { 2644 num_stats_lose = 1;
3007 if (op->contr->explore) 2645
3008 { 2646 lost_a_stat = 0;
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2647
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2648 for (z = 0; z < num_stats_lose; z++)
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name);
3015 } 2649 {
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2650 i = rndm (NUM_STATS);
3017 2651
3018 /* save the map location for corpse, gravestone */
3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
3022
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this.
3029 */
3030
3031 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect
3033 * of death.
3034 */
3035#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss)
3037 {
3038 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */
3041 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */
3044 /* GD */
3045 if (settings.stat_loss_on_death) 2652 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2653 {
3047 else 2654 /* Pick a random stat and take a point off it. Tell the player
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2655 * what he lost.
2656 */
2657 change_attr_value (&(op->stats), i, -1);
2658 check_stat_bounds (&(op->stats));
2659 change_attr_value (&(op->contr->orig_stats), i, -1);
2660 check_stat_bounds (&(op->contr->orig_stats));
2661 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2662 lost_a_stat = 1;
3049 } 2663 }
3050 else 2664 else
3051 { 2665 {
3052 num_stats_lose = 1; 2666 /* deplete a stat */
3053 } 2667 archetype *deparch = archetype::find ("depletion");
3054 lost_a_stat = 0; 2668 object *dep;
3055 2669
3056 for (z = 0; z < num_stats_lose; z++) 2670 dep = present_arch_in_ob (deparch, op);
3057 { 2671 if (!dep)
3058 i = RANDOM () % NUM_STATS;
3059
3060 if (settings.stat_loss_on_death)
3061 { 2672 {
3062 /* Pick a random stat and take a point off it. Tell the player 2673 dep = arch_to_object (deparch);
3063 * what he lost. 2674 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2675 }
3072 else 2676 lose_this_stat = 1;
2677 if (settings.balanced_stat_loss)
3073 { 2678 {
3074 /* deplete a stat */ 2679 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2680 /* Get the stat that we're about to deplete. */
3076 object *dep; 2681 this_stat = get_attr_value (&(dep->stats), i);
3077 2682 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2683 {
3081 dep = arch_to_object (deparch); 2684 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2685 int keep_chance = this_stat * this_stat;
3083 } 2686
3084 lose_this_stat = 1; 2687 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2688 if (keep_chance < 1)
2689 keep_chance = 1;
2690
2691 /* There is a maximum depletion total per level. */
2692 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2693 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2694 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2695 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2696 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2697 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2698 else
3126 if (this_stat >= -50)
3127 { 2699 {
3128 change_attr_value (&(dep->stats), i, -1); 2700 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2701 lose_this_stat = 0;
2702 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2703 this_stat, keep_chance, loss_chance,
2704 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2705 }
3134 } 2706 }
3135 } 2707 }
2708
2709 if (lose_this_stat)
2710 {
2711 this_stat = get_attr_value (&dep->stats, i);
2712 /* We could try to do something clever like find another
2713 * stat to reduce if this fails. But chances are, if
2714 * stats have been depleted to -50, all are pretty low
2715 * and should be roughly the same, so it shouldn't make a
2716 * difference.
2717 */
2718 if (this_stat >= -50)
2719 {
2720 change_attr_value (&(dep->stats), i, -1);
2721 SET_FLAG (dep, FLAG_APPLIED);
2722 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723 op->update_stats ();
2724 lost_a_stat = 1;
2725 }
3136 } 2726 }
2727 }
2728 }
2729
3137 /* If no stat lost, tell the player. */ 2730 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2731 if (!lost_a_stat)
3139 { 2732 {
3140 /* determine_god() seems to not work sometimes... why is this? 2733 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2734 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2735 shstr_tmp god = determine_god (op);
3143 2736
3144 if (god && (strcmp (god, "none"))) 2737 if (god != shstr_none)
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2738 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3146 else 2739 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2740 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3148 } 2741 }
3149#else 2742#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2743 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3151#endif 2744#endif
3152 2745
3153 /* Put a gravestone up where the character 'almost' died. List the 2746 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2747 * exp loss on the stone.
3155 */ 2748 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2749 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2750 tmp->name = format ("%s's gravestone", &op->name);
3158 tmp->name = buf; 2751 tmp->name_pl = format ("%s's gravestones", &op->name);
3159 sprintf (buf, "%s's gravestones", &op->name); 2752 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3160 tmp->name_pl = buf; 2753 &op->name, op->contr->title, op->contr->killer_name ());
3161 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);
3162 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2754 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2755 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2756
3166 /**************************************/ 2757 /**************************************/
3167 /* */ 2758 /* */
3168 /* Subtract the experience points, */ 2759 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */
3171 /* */ 2760 /* */
3172 /**************************************/ 2761 /**************************************/
3173 2762
3174 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */
3176 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op);
3178
3179 if (tmp)
3180 {
3181 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 }
3184
3185 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op);
3187 if (tmp)
3188 {
3189 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 }
3192
3193 cure_disease (op, 0); /* remove any disease */
3194
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2763 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2764 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100)
3198 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2765
3203 /* 2766 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2767 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2768 * and put them back in the map.
3206 * in the map. 2769 */
3207 */ 2770 op->drop_unpaid_items ();
3208 2771
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2772 /****************************************/
3213 /* */ 2773 /* */
3214 /* Move player to his current respawn- */ 2774 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2775 /* position (usually last savebed) */
3216 /* */ 2776 /* */
3217 /****************************************/ 2777 /****************************************/
3218 2778
3219 enter_player_savebed (op); 2779 enter_player_savebed (op);
3220 2780
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2781 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2782
3227 /* it is possible that the player has blown something up 2783 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2784 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2785 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2786 * on the space that might harm the player.
3231 */ 2787 */
3232 will_kill_again = 0; 2788 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2790 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2791 will_kill_again |= tmp->attacktype;
3236 2792
3237 if (will_kill_again) 2793 if (will_kill_again)
3238 { 2794 {
3239 object *force; 2795 object *force;
3240 int at; 2796 int at;
3241 2797
3242 force = get_archetype (FORCE_NAME); 2798 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2799 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2800 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2801 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2802 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2803 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2804 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2805 force->resist[at] = 100;
3250 2806
3251 insert_ob_in_ob (force, op); 2807 insert_ob_in_ob (force, op);
3252 fix_player (op); 2808 op->update_stats ();
3253
3254 }
3255
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 { 2809 }
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264 2810
3265 op->contr->party = NULL; 2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2812}
3325
3326 2813
3327void 2814void
3328loot_object (object *op) 2815loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2816{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2817 object *tmp, *tmp2, *next;
3331 2818
3332 if (op->container) 2819 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2820
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2821 for (tmp = op->inv; tmp; tmp = next)
3338 { 2822 {
3339 next = tmp->below; 2823 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2824
2825 if (tmp->invisible)
3341 continue; 2826 continue;
2827
3342 tmp->remove (); 2828 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2829 tmp->x = op->x, tmp->y = op->y;
2830
3344 if (tmp->type == CONTAINER) 2831 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2832 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2833
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2834 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2835 {
3350 if (tmp->nrof > 1) 2836 if (tmp->nrof > 1)
3351 { 2837 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2838 tmp->decrease (rndm (1, tmp->nrof - 1));
3353 tmp2->destroy ();
3354 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3355 } 2840 }
3356 else 2841 else
3357 tmp->destroy (); 2842 tmp->destroy ();
3358 } 2843 }
3364/* 2849/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2850 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2851 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2852 * was changed.
3368 */ 2853 */
3369
3370void 2854void
3371fix_weight (void) 2855fix_weight (void)
3372{ 2856{
3373 player *pl; 2857 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2858 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2859 sint32 old = pl->ob->carrying;
3378 2860
3379 if (old == sum) 2861 pl->ob->update_weight ();
3380 continue; 2862
3381 fix_player (pl->ob); 2863 if (old != pl->ob->carrying)
2864 {
2865 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2866 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2867 }
3383 } 2868 }
3384} 2869}
3385 2870
3386void 2871void
3387fix_luck (void) 2872fix_luck (void)
3388{ 2873{
3389 player *pl; 2874 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2875 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2876 pl->ob->change_luck (0);
3394} 2877}
3395
3396 2878
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2879/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2880 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2881 * just treat this as any other spell casting object.
3400 */ 2882 */
3401
3402void 2883void
3403cast_dust (object *op, object *throw_ob, int dir) 2884cast_dust (object *op, object *throw_ob, int dir)
3404{ 2885{
3405 object *skop, *spob; 2886 object *skop, *spob;
3406 2887
3433} 2914}
3434 2915
3435void 2916void
3436make_visible (object *op) 2917make_visible (object *op)
3437{ 2918{
3438 op->hide = 0; 2919 op->flag [FLAG_HIDDEN] = 0;
3439 op->invisible = 0; 2920 op->invisible = 0;
2921
3440 if (op->type == PLAYER) 2922 if (op->type == PLAYER)
3441 { 2923 {
3442 op->contr->tmp_invis = 0; 2924 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 2925 op->contr->invis_race = 0;
3444 } 2926 }
2927
3445 update_object (op, UP_OBJ_FACE); 2928 update_object (op, UP_OBJ_CHANGE);
3446} 2929}
3447 2930
3448int 2931int
3449is_true_undead (object *op) 2932is_true_undead (object *op)
3450{ 2933{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 2935 return 1;
3455 2936
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 2937 return 0;
3462} 2938}
3463 2939
3464/* look at the surrounding terrain to determine 2940/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 2941 * the hideability of this object. Positive levels
3466 * indicate greater hideability. 2942 * indicate greater hideability.
3467 */ 2943 */
3468
3469int 2944int
3470hideability (object *ob) 2945hideability (object *ob)
3471{ 2946{
3472 int i, level = 0, mflag; 2947 int i, level = 0, mflag;
3473 sint16 x, y; 2948 sint16 x, y;
3474 2949
3475 if (!ob || !ob->map) 2950 if (!ob || !ob->map)
3476 return 0; 2951 return 0;
3477 2952
3478 /* so, on normal lighted maps, its hard to hide */ 2953 /* so, on normal lighted maps, its hard to hide */
3479 level = ob->map->darkness - 2; 2954 level = ob->map->darklevel () - 2;
3480 2955
3481 /* this also picks up whether the object is glowing. 2956 /* this also picks up whether the object is glowing.
3482 * If you carry a light on a non-dark map, its not 2957 * If you carry a light on a non-dark map, its not
3483 * as bad as carrying a light on a pitch dark map */ 2958 * as bad as carrying a light on a pitch dark map */
3484 if (has_carried_lights (ob)) 2959 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness)); 2960 level = -(10 + (2 * ob->map->darklevel ()));
3486 2961
3487 /* scan through all nearby squares for terrain to hide in */ 2962 /* scan through all nearby squares for terrain to hide in */
3488 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2963 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1;
2965 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3489 { 2966 {
3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2967 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3491 if (mflag & P_OUT_OF_MAP) 2968 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue; 2969 continue;
3494 } 2970
3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2971 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3496 level += 2; 2972 level += 2;
3497 else /* open terrain! */ 2973 else /* open terrain! */
3498 level -= 1; 2974 level -= 1;
3499 } 2975 }
3507/* For Hidden creatures - a chance of becoming 'unhidden' 2983/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 2984 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 2985 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 2986 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 2987 */
3512
3513void 2988void
3514do_hidden_move (object *op) 2989do_hidden_move (object *op)
3515{ 2990{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2991 int hide = 0;
3517 object *skop;
3518 2992
3519 if (!op || !op->map) 2993 if (!op || !op->map)
3520 return; 2994 return;
3521 2995
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2996 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2997 int num = random_roll (0, 19, op, PREFER_LOW);
3523 2998
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 2999 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3000 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3001 if (!skop || num >= skop->level)
3528 { 3002 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3003 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3004 make_visible (op);
3531 return; 3005 return;
3532 } 3006 }
3533 else 3007 else
3534 num += 20; 3008 num += 20;
3535 } 3009
3536 num += op->map->difficulty; 3010 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3011 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3012 num -= hide;
3013
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3014 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3015 {
3541 make_visible (op); 3016 make_visible (op);
3017
3542 if (op->type == PLAYER) 3018 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3019 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3020 }
3545 else if (op->type == PLAYER && skop) 3021 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3022 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3023}
3550 3024
3551/* determine if who is standing near a hostile creature. */ 3025/* determine if who is standing near a hostile creature. */
3552 3026
3553int 3027int
3580 if (mflags & P_OUT_OF_MAP) 3054 if (mflags & P_OUT_OF_MAP)
3581 continue; 3055 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3056 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3057 continue;
3584 3058
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3059 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3060 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3061 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3062 return 1;
3589 else if (tmp->type == PLAYER) 3063 else if (tmp->type == PLAYER)
3590 { 3064 {
3601 * object op. This function works fine for monsters, 3075 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 3076 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 3077 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 3078 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 3079 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 3080 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 3081 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 3082 * imply the way your head, or body is facing? It's possible
3609 * for them to differ. Sigh, this fctn could get a bit more complex. 3083 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 3084 * -b.t.
3611 * This function is now map tiling safe. 3085 * This function is now map tiling safe.
3612 */ 3086 */
3613
3614int 3087int
3615player_can_view (object *pl, object *op) 3088player_can_view (object *pl, object *op)
3616{ 3089{
3617 rv_vector rv; 3090 rv_vector rv;
3618 int dx, dy; 3091 int dx, dy;
3620 if (pl->type != PLAYER) 3093 if (pl->type != PLAYER)
3621 { 3094 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3095 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3096 return -1;
3624 } 3097 }
3098
3625 if (!pl || !op) 3099 if (!pl || !op)
3626 return 0; 3100 return 0;
3627 3101
3628 if (op->head)
3629 {
3630 op = op->head; 3102 op = op->head_ ();
3631 } 3103
3632 get_rangevector (pl, op, &rv, 0x1); 3104 get_rangevector (pl, op, &rv, 0x1);
3633 3105
3634 /* starting with the 'head' part, lets loop 3106 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3107 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3108 * part that is in the los array but isn't on
3637 * a blocked los square. 3109 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3110 * we use the archetype to figure out offsets.
3639 */ 3111 */
3640 while (op) 3112 while (op)
3641 { 3113 {
3642 dx = rv.distance_x + op->arch->clone.x; 3114 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3115 dy = rv.distance_y + op->arch->y;
3644 3116
3645 /* only the viewable area the player sees is updated by LOS 3117 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3646 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values.
3648 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3652 return 1; 3118 return 1;
3119
3653 op = op->more; 3120 op = op->more;
3654 } 3121 }
3122
3655 return 0; 3123 return 0;
3656} 3124}
3657 3125
3658/* routine for both players and monsters. We call this when 3126/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding 3127 * there is a possibility for our action distrubing our hiding
3660 * place or invisiblity spell. Artefact invisiblity is not 3128 * place or invisiblity spell. Artefact invisiblity causes
3661 * effected by this. If we arent invisible to begin with, we 3129 * "noise" instead. If we arent invisible to begin with, we
3662 * return 0. 3130 * return 0.
3663 */ 3131 */
3664int 3132int
3665action_makes_visible (object *op) 3133action_makes_visible (object *op)
3666{ 3134{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 { 3136 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3671 return 0; 3144 return 0;
3145 }
3672 3146
3673 if (op->contr && op->contr->tmp_invis == 0) 3147 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0; 3148 return 0;
3675 3149
3676 /* If monsters, they should become visible */ 3150 /* If monsters, they should become visible */
3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3678 { 3152 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3680 return 1; 3154 return 1;
3681 } 3155 }
3682 } 3156 }
3157
3683 return 0; 3158 return 0;
3684} 3159}
3685 3160
3686/* op_on_battleground - checks if the given object op (usually 3161/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3162 * a player) is standing on a valid battleground-tile,
3692 * Default is to do the same as before, so only people wanting to have different points need worry about this 3167 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3168 */
3694int 3169int
3695op_on_battleground (object *op, int *x, int *y) 3170op_on_battleground (object *op, int *x, int *y)
3696{ 3171{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3172 /* A battleground-tile needs the following attributes to be valid:
3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3173 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3174 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3175 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3176 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3177 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3178 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3179 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 { 3181 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3183 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3186 {
3712 /*before we assign the exit, check if this is a teambattle */ 3187 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3188 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 { 3189 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3190 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3718 { 3191 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3720 { 3193 {
3721 if (x != NULL && y != NULL) 3194 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196
3723 return 1; 3197 return 1;
3724 } 3198 }
3725 } 3199 }
3726 } 3200 }
3201
3727 if (x != NULL && y != NULL) 3202 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204
3729 return 1; 3205 return 1;
3730 } 3206 }
3731 } 3207 }
3732 } 3208 }
3209
3733 /* If we got here, did not find a battleground */ 3210 /* If we got here, did not find a battleground */
3734 return 0; 3211 return 0;
3735} 3212}
3736 3213
3737/* 3214/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3230 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3231 int i = 0, j = 0;
3755 3232
3756 /* get the appropriate treasurelist */ 3233 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3234 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3235 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3236 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3237 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3238 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3239 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3240 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3241 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3242
3766 if (trlist == NULL || who->type != PLAYER) 3243 if (trlist == NULL || who->type != PLAYER)
3767 return; 3244 return;
3768 3245
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3246 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3247
3771 if (tr == NULL || tr->item == NULL) 3248 if (!tr || !tr->item)
3772 { 3249 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3250 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3251 return;
3775 } 3252 }
3776 3253
3777 /* everything seems okay - now bring on the gift: */ 3254 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3255 item = tr->item;
3779 3256
3780 if (item->type == SPELL) 3257 if (item->type == SPELL)
3781 { 3258 {
3782 if (check_spell_known (who, item->name)) 3259 if (check_spell_known (who, item->name))
3783 return; 3260 return;
3842 { 3319 {
3843 /* forces in the treasurelist can alter the player's stats */ 3320 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3321 object *skin;
3845 3322
3846 /* first get the dragon skin force */ 3323 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3324 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3325 ;
3326
3848 if (skin == NULL) 3327 if (!skin)
3849 return; 3328 return;
3850 3329
3851 /* adding new spellpath attunements */ 3330 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3331 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3332 {
3885 else 3364 else
3886 { 3365 {
3887 /* generate misc. treasure */ 3366 /* generate misc. treasure */
3888 tmp = arch_to_object (tr->item); 3367 tmp = arch_to_object (tr->item);
3889 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3890 tmp = insert_ob_in_ob (tmp, who); 3369 who->insert (tmp);
3891 if (who->type == PLAYER)
3892 esrv_send_item (who, tmp);
3893 } 3370 }
3894} 3371}
3895 3372
3896/** 3373/**
3897 * Unready an object for a player. This function does nothing if the object was 3374 * Unready an object for a player. This function does nothing if the object was
3898 * not readied. 3375 * not readied.
3899 */ 3376 */
3900void 3377void
3901player_unready_range_ob (player *pl, object *ob) 3378player_unready_range_ob (player *pl, object *ob)
3902{ 3379{
3903 rangetype i; 3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3904 3382
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3383 if (pl->combat_ob == ob)
3906 { 3384 pl->combat_ob = 0;
3385
3907 if (pl->ranges[i] == ob) 3386 if (pl->ranged_ob == ob)
3908 { 3387 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3388}
3389
3390sint8
3391player::darkness_at (maptile *map, int x, int y) const
3392{
3393 if (!ns)
3394 return LOS_BLOCKED;
3395
3396 int dx, dy;
3397 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3398 return LOS_BLOCKED;
3399
3400 x += dx - ns->current_x;
3401 y += dy - ns->current_y;
3402
3403 return blocked_los (x, y);
3404}
3405
3406void
3407player::infobox (const char *title, const char *msg, int color)
3408{
3409 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3410}
3411
3412void
3413player::statusmsg (const char *msg, int color)
3414{
3415 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3416}
3417
3418void
3419player::failmsg (const char *msg, int color)
3420{
3421 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color);
3423}
3424

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