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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 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 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);
186 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}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->socket = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333 62
63void
64player::deactivate ()
65{
66 if (!active)
334 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
233 /* There are some elements we want initialised to non zero value -
234 * we deal with that below this point.
235 */
236 outputs_sync = 4;
237 outputs_count = 4;
238 unapply = unapply_nochoice;
239
240 savebed_map = first_map_path; /* Init. respawn position */
241
242 gen_sp_armour = 10;
243 bowtype = bow_normal;
244 petmode = pet_normal;
245 usekeys = containers;
246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
267}
268
269player::~player ()
270{
271 /* Clear item stack */
272 free (stack_items);
335} 273}
336 274
337/* 275/*
338 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
341 */ 279 */
342archetype * 280static archetype *
343get_player_archetype (archetype *at) 281get_player_archetype (archetype *at)
344{ 282{
345 archetype *start = at; 283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
346 290
347 for (;;) 291 for (;;)
348 { 292 {
349 if (at == NULL || at->next == NULL) 293 if (++i == archetypes.end ())
350 at = first_archetype; 294 i = archetypes.begin ();
351 else 295 else if (*i == at)
352 at = at->next; 296 cleanup ("not a single player archetype found");
353 297
354 if (at->clone.type == PLAYER) 298 if ((*i)->type == PLAYER)
355 return at; 299 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 300 }
301}
302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
363} 321}
364 322
365object * 323object *
366get_nearest_player (object *mon) 324get_nearest_player (object *mon)
367{ 325{
368 object *op = NULL; 326 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 327 objectlink *ol;
371 unsigned lastdist; 328 unsigned lastdist;
372 rv_vector rv; 329 rv_vector rv;
373 330
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 334 continue;
404 335
405 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
406 { 337 {
407 op = ol->ob; 338 op = ol->ob;
408 lastdist = rv.distance; 339 lastdist = rv.distance;
409 } 340 }
410 } 341 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 342
412 { 343 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
417 { 346 {
418 op = pl->ob; 347 op = pl->ob;
419 lastdist = rv.distance; 348 lastdist = rv.distance;
420 } 349 }
421 } 350
422 }
423#if 0 351#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 353#endif
426 return op; 354 return op;
427} 355}
445 * circling behaviour. Unfortunately, this function is also used to determined 373 * 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 374 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 375 * is probably not a good thing.
448 */ 376 */
449#define MAX_SPACES 50 377#define MAX_SPACES 50
450
451 378
452/* 379/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * 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 381 * 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 382 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 413 x = mon->x;
487 y = mon->y; 414 y = mon->y;
488 m = mon->map; 415 m = mon->map;
489 dir = rv.direction; 416 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 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); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
492 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 421 if (diff > max)
494 return 0; 422 return 0;
423
495 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
496 { 425 {
497 lastx = x; 426 lastx = x;
498 lasty = y; 427 lasty = y;
499 lastmap = m; 428 lastmap = m;
581 max--; 510 max--;
582 lastdir = dir; 511 lastdir = dir;
583 if (!firstdir) 512 if (!firstdir)
584 firstdir = dir; 513 firstdir = dir;
585 } 514 }
515
586 if (diff <= 1) 516 if (diff <= 1)
587 { 517 {
588 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 519 * headed toward player for entire distance.
590 */ 520 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 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); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 523 }
524
594 if (diff > max) 525 if (diff > max)
595 return 0; 526 return 0;
596 } 527 }
528
597 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
598 if (!max) 530 if (!max)
599 return 0; 531 return 0;
600 532
601 return firstdir; 533 return firstdir;
602} 534}
603 535
604void 536void
605give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
606{ 538{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 539 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 541
612 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
613 { 543 {
614 next = op->below; 544 next = op->below;
615 545
616 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
622 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 553 * by this player due to race restrictions
624 */ 554 */
625 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
626 { 556 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
628 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 { 564 {
633 op->destroy (); 565 op->destroy ();
634 continue; 566 continue;
635 } 567 }
636 } 568 }
637 569
638 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 573 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
645 { 575 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 578 {
654 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
656 continue; 582 break;
657 } 583 }
658 584
659 if (op->nrof > 1) 585 if (op->nrof > 1)
660 op->nrof = 1; 586 op->nrof = 1;
661 } 587 }
662 588
663 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 591
668 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
670 * merged properly. 594 * merged properly.
671 */ 595 */
672 if (need_identify (op)) 596 if (need_identify (op))
673 { 597 {
674 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 601 }
602
678 if (op->type == SPELL) 603 if (op->type == SPELL)
679 { 604 {
680 op->destroy (); 605 op->destroy ();
681 continue; 606 continue;
682 } 607 }
684 { 609 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 611 op->stats.exp = 0;
687 op->level = 1; 612 op->level = 1;
688 } 613 }
689 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
693 617
694 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
695 link_player_skills (pl); 619 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} 620}
780 621
781void 622void
782get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
783{ 624{
784 if (party == NULL) 625 if (party == NULL)
785 { 626 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 628 return;
788 } 629 }
630
789 op->contr->write_buf[0] = '\0'; 631 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 635}
794
795 636
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 638static int
798roll_stat (void) 639roll_stat ()
799{ 640{
800 int a[4], i, j, k; 641 int a[4], i, j, k;
801 642
802 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
804 645
805 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 647 if (a[i] < k)
807 k = a[i], j = i; 648 k = a[i], j = i;
808 649
809 for (i = 0, k = 0; i < 4; i++) 650 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 651 if (i != j)
812 k += a[i]; 652 k += a[i];
813 } 653
814 return k; 654 return k;
815} 655}
816 656
817void 657void
818roll_stats (object *op) 658object::roll_stats ()
819{ 659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
820 int sum = 0; 664 int sum = 0;
821 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
823 667
824 do 668 if (sum >= 82 && sum <= 116)
669 break;
825 { 670 }
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);
836 671
837 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 673 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;
845 674
846 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
847 do 676 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);
862 677
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; 678 stats.exp = 0;
882 op->stats.ac = 0; 679 stats.ac = 0;
883 680
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; 681 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
892 op->contr->orig_stats = op->stats; 691 contr->orig_stats = stats;
692 }
893} 693}
894 694
895void 695void
896Roll_Again (object *op) 696object::swap_stats (int a, int b)
897{ 697{
898 esrv_new_player (op->contr, 0); 698 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}
902 699
903void 700 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
711 stats.hp = stats.maxhp;
712 stats.sp = stats.maxsp;
713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
721 contr->orig_stats = stats;
722 }
723}
724
725static void
726start_info (object *op)
905{ 727{
906 signed char tmp;
907 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
908 729
909 if (op->contr->Swap_First == -1) 730 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); 731 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} 732}
1024 733
1025/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
1029 * not the class. 738 * not the class.
1030 */ 739 */
1031 740void
1032int 741player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 742{
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 */ 743 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
1049 745
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 747 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
1053 749
1054 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
1056 752
1057 op->contr->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
1058 754
1059 if (op->msg) 755 if (ob->msg)
1060 op->msg = NULL; 756 ob->msg = 0;
1061 757
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); 758 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
1076 fix_player (op); 762 ob->update_stats ();
1077 763
1078 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1079 * is one for this race 765 * is one for this race
1080 */ 766 */
1081 if (*first_map_ext_path) 767 if (*first_map_ext_path)
1082 { 768 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 769 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
1098 772
1099 return 0; 773void
1100 } 774player::chargen_race_next ()
1101 775{
1102 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1104 */ 778 */
1105 779
1106 tmp_loop = 0; 780 do
1107 while (!tmp_loop)
1108 { 781 {
1109 shstr name = op->name; 782 shstr name = ob->name;
1110 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1111 784
1112 remove_statbonus (op); 785 ob->remove_statbonus ();
1113 op->remove (); 786 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
1116 op->instantiate (); 789 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1119 op->x = x; 792 ob->x = x;
1120 op->y = y; 793 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 797 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 798 }
799 while (!allowed_class (ob));
1127 800
1128 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 803 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 806 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} 807}
1141 808
1142int 809static void
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}
1190
1191void
1192flee_player (object *op) 810flee_player (object *op)
1193{ 811{
1194 int dir, diff; 812 int dir, diff;
1195 rv_vector rv; 813 rv_vector rv;
1196 814
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 819 return;
1202 } 820 }
1203 821
1204 if (op->enemy == NULL) 822 if (!op->enemy)
1205 { 823 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1208 return; 826 return;
1209 } 827 }
1210 828
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)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 { 830 {
1224 op->enemy = NULL; 831 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 833 return;
1227 } 834 }
835
1228 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1229 837
1230 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1232 { 840 {
1233 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1234 842
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1236 {
1237 return; 844 return;
1238 }
1239 } 845 }
846
1240 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 849 op->enemy = NULL;
1243} 850}
1244 851
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* 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 853 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 854 * stop.
1249 */ 855 */
1250int 856int
1251check_pick (object *op) 857check_pick (object *op)
1252{ 858{
1253 object *tmp, *next; 859 object *tmp, *next;
1254 int stop = 0; 860 int stop = 0;
1255 int j, k, wvratio; 861 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 862
1258 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1260 return 1; 865 return 1;
1261 866
1262 next = op->below; 867 next = op->below;
1263 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1264 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1265 * destroyed */ 873 * destroyed */
1266 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1267 { 875 {
1268 tmp = next; 876 tmp = next;
1269 next = tmp->below; 877 next = tmp->below;
1270 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1271 if (op->destroyed ()) 885 if (op->destroyed ())
1272 return 0; 886 return 0;
1273 887
1274 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1275 continue; 889 continue;
1276 890
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 892 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1281 continue; 896 continue;
1282 } 897 }
1283 898
1284 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1286 { 961 {
1287 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1288 { 1025 {
1289 case 0: 1026 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1027 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 } 1028 }
1322 } 1029 }
1323 else 1030
1324 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1327 { 1037 {
1328 /* some debugging code to figure out item information */ 1038 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; 1039 continue;
1040 }
1402 1041
1403 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1405 continue; 1047 continue;
1048 }
1406 1049
1407 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1408 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1409 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1410 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1411 { 1121 {
1412 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1413 continue; 1123 continue;
1414 } 1124 }
1125 }
1415 1126
1127 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1130 {
1419 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1420 continue; 1132 continue;
1421 } 1133 }
1422 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1423 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1424 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 { 1142 */
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) 1143 wvratio = op->contr->mode & PU_RATIO;
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 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 { 1145 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1471 { 1149 {
1472 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1151 }
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 1152 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1612#endif 1156#endif
1157 CHK_PICK_PICKUP;
1613 continue; 1158 continue;
1614 }
1615 } 1159 }
1616 } /* the new pickup model */ 1160 } /* the new pickup model */
1617 } 1161 }
1618 1162
1619 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1620} 1199}
1621 1200
1622/* 1201/*
1623 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1625 * found object is returned. 1204 * found object is returned.
1626 */ 1205 */
1627object * 1206static object *
1628find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1629{ 1208{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1209 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) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1636 return op; 1218 return arrow;
1219 }
1220
1637 return tmp; 1221 return 0;
1638} 1222}
1639 1223
1640/* 1224/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * 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 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1229 */
1646 1230static object *
1647object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1232{
1650 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1652 1235
1653 if (!type) 1236 if (!type)
1657 { 1240 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 { 1242 {
1660 i = 0; 1243 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1662 if (i > betterby) 1246 if (i > betterby)
1663 { 1247 {
1664 tmp = ntmp; 1248 tmp = ntmp;
1665 betterby = i; 1249 betterby = i;
1666 } 1250 }
1667 } 1251 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1253 {
1670 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1672 { 1256 {
1673 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1674 { 1258 {
1675 *better = 100; 1259 *better = 100;
1676 return arrow; 1260 return arrow;
1684 else 1268 else
1685 { 1269 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1271 {
1688 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1275 {
1692 tmp = arrow; 1276 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1278 }
1695 } 1279 }
1280
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1282 {
1698 tmp = arrow; 1283 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1285 }
1286
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1288 {
1703 tmp = arrow; 1289 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1291 }
1706 } 1292 }
1707 } 1293 }
1708 } 1294 }
1295
1709 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1297 return find_arrow (op, type);
1711 1298
1712 *better = betterby; 1299 *better = betterby;
1713 return tmp; 1300 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1305 * op = the shooter
1719 * type = bow->race 1306 * type = bow->race
1720 * dir = fire direction 1307 * dir = fire direction
1721 */ 1308 */
1722 1309static object *
1723object *
1724pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1311{
1726 object *tmp = NULL; 1312 object *tmp = NULL;
1727 maptile *m; 1313 maptile *m;
1728 int i, mflags, found, number; 1314 int i, mflags, found, number;
1729 sint16 x, y; 1315 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1745 { 1331 {
1746 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1337 {
1751 tmp = NULL; 1338 tmp = 0;
1752 break; 1339 break;
1753 } 1340 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 { 1342 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1758 */ 1345 */
1759 tmp = NULL; 1346 tmp = 0;
1760 break; 1347 break;
1761 } 1348 }
1349
1762 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1353 break;
1772 }
1773 } 1354 }
1774 if (tmp == NULL) 1355
1356 if (!tmp)
1775 return find_arrow (op, type); 1357 return find_arrow (op, type);
1776 1358
1777 if (tmp->head) 1359 if (tmp->head)
1778 tmp = tmp->head; 1360 tmp = tmp->head;
1779 1361
1792 */ 1374 */
1793int 1375int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1377{
1796 object *left, *bow; 1378 object *left, *bow;
1797 int bowspeed, mflags; 1379 int mflags;
1798 maptile *m; 1380 maptile *m;
1799 1381
1800 if (!dir) 1382 if (!dir)
1801 { 1383 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1385 return 0;
1804 } 1386 }
1805 1387
1806 if (op->type == PLAYER) 1388 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1808 else 1390 else
1809 { 1391 {
1810 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* 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. 1394 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1399 if (!bow)
1818 { 1400 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1402 return 0;
1821 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1822 } 1407 }
1823 1408
1824 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1825 { 1410 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1412 return 0;
1828 } 1413 }
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 1414
1839 if (arrow == NULL) 1415 if (arrow == NULL)
1840 { 1416 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1418 {
1843 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 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 */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1422 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1848 return 0; 1425 return 0;
1849 } 1426 }
1850 } 1427 }
1851 1428
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1437 }
1861 1438
1862 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1864 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1443 arrow->destroy ();
1866 return 0; 1444 return 0;
1867 } 1445 }
1868 1446
1869 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1871 if (!arrow) 1449 if (!arrow)
1872 { 1450 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1874 return 0; 1452 return 0;
1875 } 1453 }
1876 1454
1877 arrow->set_owner (op); 1455 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1457 arrow->direction = dir;
1881 arrow->x = sx; 1458
1882 arrow->y = sy; 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1489
1884 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1885 { 1491 {
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; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1919 } 1499 }
1920 else 1500 else
1921 { 1501 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1502 arrow->level = op->level;
1924 } 1503 arrow->stats.wc -= bow->magic;
1925 1504
1926 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1927 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1928 1510
1929 if (bow->slaying) 1511 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1513
1932 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1517
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1938 1520
1939 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1522 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 1523
1950 return 1; 1524 return 1;
1951} 1525}
1952 1526
1953/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1955 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1956 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1957 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1958 * hence the function name. 1532 * hence the function name.
1959 */ 1533 */
1960int 1534static int
1961player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1962{ 1536{
1963 int ret = 0, wcmod = 0; 1537 int ret;
1964 1538
1965 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1966 { 1540 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1542 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1544 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 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); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1547 }
1975 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1976 { 1549 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 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)]); 1551 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)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 } 1553 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1555 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 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); 1557 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); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1559 }
1988 else 1560 else
1989 { 1561 {
1990 /* Simple case */ 1562 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1564 }
1565
1993 return ret; 1566 return ret;
1994} 1567}
1995
1996 1568
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1999 */ 1571 */
2000void 1572static void
2001fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
2002{ 1574{
2003 object *item; 1575 object *item = op->contr->ranged_ob;
2004 1576
2005 if (!op->contr->ranges[range_misc]) 1577 if (!item)
2006 { 1578 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1580 return;
2009 } 1581 }
2010 1582
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1583 if (!item->inv)
2013 { 1584 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1586 return;
2016 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
2017 if (item->type == WAND) 1592 if (item->type == WAND)
2018 { 1593 {
2019 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
2020 { 1595 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 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)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
2023 return; 1599 return;
2024 } 1600 }
2025 } 1601 }
2026 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
2027 { 1603 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2029 { 1609 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
2031 if (item->type == ROD) 1612 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)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1614 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
2035 return; 1617 return;
2036 } 1618 }
2037 } 1619 }
2038 1620
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1622 {
2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
2042 if (item->type == WAND) 1625 if (item->type == WAND)
2043 { 1626 {
2044 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
2045 { 1628 {
2046 object *tmp; 1629 object *tmp;
2047 1630
2048 if (item->arch) 1631 if (item->arch)
2049 { 1632 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
2052 item->speed = 0; 1635 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1636 }
2055 if ((tmp = is_player_inv (item))) 1637
1638 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1640 }
2058 } 1641 }
2059 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1643 drain_rod_charge (item);
2062 }
2063 } 1644 }
2064} 1645}
2065 1646
2066/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
2067 */ 1648 */
2068void 1649bool
2069fire (object *op, int dir) 1650fire (object *op, int dir)
2070{ 1651{
2071 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
2072 1674
2073 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
2075 make_visible (op); 1677 make_visible (op);
2076 1678
2077 switch (op->contr->shoottype) 1679 switch (ob->type)
2078 { 1680 {
2079 case range_none: 1681 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
2084 return; 1683 break;
2085 1684
2086 case range_magic: /* Casting spells */ 1685 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2088 return; 1687 break;
2089 1688
2090 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
2091 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
2092 return; 1699 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 } 1700 }
2120}
2121 1701
1702 return true;
1703}
2122 1704
2123 1705static object *
2124/* find_key
2125 * 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
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135object *
2136find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
2137{ 1707{
2138 object *tmp, *key; 1708 object *tmp, *key;
2139 1709
2140 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1711 if (!container->inv)
2142 return NULL; 1712 return 0;
2143 1713
2144 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1716 {
2147 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1718 break;
1719
2149 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
2151 */ 1722 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1724 break;
2154 } 1725 }
1726
2155 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1728 /* 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 1729 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1730 * a key, return
2159 */ 1731 */
2160 if (!tmp) 1732 if (!tmp)
2161 { 1733 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
2168 return key; 1738 return key;
2169 } 1739
2170 }
2171 if (!tmp) 1740 if (!tmp)
2172 return NULL; 1741 return 0;
2173 } 1742 }
1743
2174 /* We get down here if we have found a key. Now if its in a container, 1744 /* 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 1745 * see if we actually want to use it
2176 */ 1746 */
2177 if (pl != container) 1747 if (pl != container)
2178 { 1748 {
2179 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
2180 if (!pl->contr) 1750 if (!pl->contr)
2181 return NULL; 1751 return 0;
1752
2182 /* cases where this fails: 1753 /* cases where this fails:
2183 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
2184 * are not in the players inventory. 1755 * are not in the players inventory.
2185 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
2186 * containers can be used. 1757 * containers can be used.
2190 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
2191 * 1762 *
2192 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
2193 * all the others. 1764 * all the others.
2194 */ 1765 */
2195 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1769 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 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)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1772 return NULL;
2202 } 1773 }
2203 } 1774 }
1775
2204 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
2205} 1802}
2206 1803
2207/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2210 * 0 otherwise 1807 * 0 otherwise
2211 */ 1808 */
2212static int 1809static int
2213player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2214{ 1811{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* 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 - 1813 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2219 */ 1815 */
2220 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2221 1817
2222 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2223 if (key) 1819 if (key)
2224 { 1820 {
2225 object *container = key->env; 1821 object *container = key->env;
2226 1822
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2229 make_visible (op); 1824 make_visible (op);
1825
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2232 if (door->type == DOOR) 1829 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2237 { 1832 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2239 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1835 }
1836
2241 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1839
2244 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container);
2246 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2247 } 1841 }
2248 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2249 { 1843 {
2250 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2252 return 1; 1846 return 1;
2253 } 1847 }
1848
2254 return 0; 1849 return 0;
2255} 1850}
2256 1851
2257/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2262 */ 1857 */
2263 1858bool
2264void
2265move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2266{ 1860{
2267 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2268 sint16 nx, ny; 1862 {
2269 int on_battleground; 1863 --op->speed_left;
2270 maptile *m; 1864 return true;
1865 }
2271 1866
2272 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2274 1869
2275 on_battleground = op_on_battleground (op, NULL, NULL); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2276 1872
2277 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 1876 * 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 1877 * 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 1878 * 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 1879 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1880 * move_ob uses.
2285 */ 1881 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2287 { 1897 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2289 { 1910 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1911
2291 if (!m) 1912 /* The following deals with possibly attacking peaceful
2292 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2293 } 1945 }
2294 else 1946 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; 1947 return false;
2301 } 1948 }
2302 1949
2303 mon = NULL; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
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 1951
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 1952 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2374 * attack them either. 1955 * attack them either.
2375 */ 1956 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 1959 && ((op->contr->peaceful
2379 (op->contr->peaceful 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 1961 && !on_battleground))
2381 && mon->contr-> 1962 {
2382 peaceful)) && 1963 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 1964 {
1965 --op->speed_left;
1966
2388 if (!op->contr->braced) 1967 if (!op->contr->braced)
2389 { 1968 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2392 } 1971 }
2393 else 1972 else
2394 { 1973 op->statusmsg ("You withhold your attack");
2395 new_draw_info (0, 0, op, "You withhold your attack"); 1974
2396 }
2397 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2398 make_visible (op); 1976 make_visible (op);
2399 }
2400 1977
1978 return true;
1979 }
1980 }
2401 /* If the object is a boulder or other rollable object, then 1981 /* 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. 1982 * roll it if not braced. You can't roll it if you are braced.
2403 */ 1983 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2405 { 1987 {
1988 --op->speed_left;
1989
2406 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2408 make_visible (op); 1992 make_visible (op);
2409 }
2410 1993
1994 return true;
1995 }
1996 }
2411 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 1998 * 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: 1999 * 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 2000 * 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. 2001 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2002 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 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))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2005 {
2421 2006 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 { 2007 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2430 2009
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); 2010 skill_attack (mon, op, 0, 0, 0);
2435 2011
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)) 2012 if (action_makes_visible (op))
2450 make_visible (op); 2013 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2014
2455int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2456move_player (object *op, int dir) 2023move_player (object *op, int dir)
2457{ 2024{
2458 int pick;
2459
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2026 return 0;
2462 2027
2463 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2465 { 2030 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2032 return 0;
2468 } 2033 }
2469 2034
2470 /* peterm: added following line */ 2035 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2038
2474 op->facing = dir; 2039 op->facing = dir;
2475 2040
2476 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2042 do_hidden_move (op);
2478 2043
2044 bool retval;
2045 int pick = 0;
2046
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2048 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2482 fire (op, dir); 2050 retval = fire (op, dir);
2483 else 2051 else
2484 { 2052 {
2485 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2054 pick = check_pick (op);
2487 } 2055 }
2488 2056
2489 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2058 * server can handle repeat firing.
2491 */ 2059 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2060 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2061 op->direction = dir;
2495 }
2496 else 2062 else
2497 {
2498 op->direction = 0; 2063 op->direction = 0;
2499 } 2064
2500 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2067 * for players.
2503 */ 2068 */
2504 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2505 return 0; 2070
2071 return retval;
2506} 2072}
2507 2073
2508/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2075 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2077 * the new speed values for commands.
2512 * 2078 *
2513 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2514 */ 2082 */
2515int 2083bool
2516handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2517{ 2085{
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)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2087 {
2540 flee_player (op); 2088 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 { 2089 {
2544 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2545 return 0; 2093 return true;
2546 } 2094 }
2095 else
2096 return false;
2547 } 2097 }
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 2098
2557 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2101 * called, so we recheck it here.
2560 */ 2102 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2103 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; 2104 return true;
2567 2105
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 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); 2107 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2108
2584 return 0; 2109 return false;
2585} 2110}
2586 2111
2587int 2112static int
2588save_life (object *op) 2113save_life (object *op)
2589{ 2114{
2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2591 return 0; 2116 return 0;
2592 2117
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2120 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 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)); 2122 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 2123
2602 tmp->destroy (); 2124 tmp->destroy ();
2603 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604 2126
2605 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2606 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2607 2129
2608 if (op->stats.food < 0) 2130 if (op->stats.food < 0)
2609 op->stats.food = 999; 2131 op->stats.food = 999;
2610 2132
2611 fix_player (op); 2133 op->update_stats ();
2612 return 1; 2134 return 1;
2613 } 2135 }
2614 2136
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618 return 0; 2140 return 0;
2619} 2141}
2620 2142
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* 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 2144 * 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 2145 * function will descend into containers. op is the object to start the search
2624 * from. 2146 * from.
2625 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2626void 2164void
2627remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2628{ 2166{
2629 object *next; 2167 if (!flag [FLAG_REMOVED])
2630 2168 ::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} 2169}
2651
2652
2653/*
2654 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the
2657 * best, a misc file for object actions is probably better,
2658 * but there isn't one in the server directory.
2659 */
2660char *
2661gravestone_text (object *op)
2662{
2663 static char buf2[MAX_BUF];
2664 char buf[MAX_BUF];
2665 time_t now = time (NULL);
2666
2667 strcpy (buf2, " R.I.P.\n\n");
2668 if (op->type == PLAYER)
2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2670 else
2671 sprintf (buf, "%s\n", &op->name);
2672
2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2674 strcat (buf2, buf);
2675 if (op->type == PLAYER)
2676 sprintf (buf, "who was in level %d when killed\n", op->level);
2677 else
2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679
2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 if (op->type == PLAYER)
2683 {
2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687 }
2688
2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf);
2692
2693 return buf2;
2694}
2695
2696
2697 2170
2698void 2171void
2699do_some_living (object *op) 2172do_some_living (object *op)
2700{ 2173{
2701 int last_food = op->stats.food; 2174 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2180 int rate_grace = 2000;
2708 const int max_hp = 1; 2181 const int max_hp = 1;
2709 const int max_sp = 1; 2182 const int max_sp = 1;
2710 const int max_grace = 1; 2183 const int max_grace = 1;
2711 2184
2712 if (op->contr->outputs_sync) 2185 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 } 2186 {
2187 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2194 }
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2196 {
2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2202 }
2718 2203
2719 if (op->contr->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2720 { 2205 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2208 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2209 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2210 else
2727 { 2211 {
2728 gen_hp = op->stats.maxhp; 2212 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2213 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2214 }
2215
2731 if (op->contr->gen_sp >= 0) 2216 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2217 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2218 else
2734 { 2219 {
2735 gen_sp = op->stats.maxsp; 2220 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2221 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2222 }
2223
2738 if (op->contr->gen_grace >= 0) 2224 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2226 else
2741 { 2227 {
2742 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2230 }
2745 2231
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 */ 2232 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2792 { 2235 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2236 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2237 op->stats.grace++; /* no penalty in food for regaining grace */
2238
2795 if (max_grace > 1) 2239 if (max_grace > 1)
2796 { 2240 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2242 if (over_grace > 0)
2799 { 2243 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2812 } 2256 }
2813 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2814 } 2258 }
2815 2259
2260 if (op->stats.food > 0)
2261 {
2816 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2817 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp)
2820 { 2264 {
2821 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2822 /* dms do not consume food */ 2266
2823 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2824 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2825 op->stats.food--; 2274 op->stats.food--;
2275
2826 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2830 } 2281 }
2831 } 2282
2832 if (max_hp > 1) 2283 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2284 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2838 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2303 }
2840 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2841 { 2312 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2843 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 } 2338 }
2845 else 2339 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2341 }
2849 } 2342 }
2850 2343
2851 /* Digestion */ 2344 /* Digestion */
2852 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2853 { 2346 {
2854#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 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 2349
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2351
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2352 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2354 op->stats.food--;
2868 } 2355 }
2869 }
2870 2356
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2358 {
2873 object *tmp, *flesh = NULL; 2359 object *flesh = 0;
2874 2360
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2362 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2367 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2373 break;
2885 } 2374 }
2886 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2887 flesh = tmp; 2376 flesh = tmp;
2888 } /* End if paid for object */ 2377 }
2889 } /* end of for loop */ 2378
2890 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2380 * eat flesh instead.
2892 */ 2381 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2383 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2896 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2897 } 2396 {
2898 } /* end if player is starving */ 2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2899 2399
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2400 if (op->stats.hp < 0)
2901 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2902 2406
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2407 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2409 kill_player (op);
2410 }
2905} 2411}
2906
2907
2908 2412
2909/* If the player should die (lack of hp, food, etc), we call this. 2413/* 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 2414 * 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 2415 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2416 * file.
2913 */ 2417 */
2914void 2418void
2915kill_player (object *op) 2419kill_player (object *op)
2916{ 2420{
2917 char buf[MAX_BUF];
2918 int x, y; 2421 int x, y;
2919
2920 //int i;
2921 maptile *map; /* this is for resurrection */ 2422 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; 2423 int will_kill_again;
2929 archetype *at; 2424 archetype *at;
2930 object *tmp; 2425 object *tmp;
2931 2426
2932 if (save_life (op)) 2427 if (save_life (op))
2933 return; 2428 return;
2934 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2935 2467
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* 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. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2471 */
2940 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2941 { 2473 {
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 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 2475
2967 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2969 if (tmp != NULL) 2478
2970 { 2479 tmp->name = format ("%s's finger" , &op->name);
2971 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2972 tmp->name = buf; 2481 tmp->msg = format (
2973 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
2976 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2979 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 }
2982 2490
2983 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 return; 2496 return;
2987 } 2497 }
2988 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2989 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2990 2503
2991 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2992 2505
2993 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2507
2508 /* save the map location for corpse, gravestone */
2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2512
2513 /* NOT_PERMADEATH code. This basically brings the character back to
2514 * life if they are dead - it takes some exp and a random stat.
2515 * See the config.h file for a little more in depth detail about this.
2516 */
2517
2518 /* Basically two ways to go - remove a stat permanently, or just
2519 * make it depletion. This bunch of code deals with that aspect
2520 * of death.
2521 */
2522#ifndef COZY_SERVER
2523 if (settings.balanced_stat_loss)
2994 { 2524 {
2995 if (op->contr->explore) 2525 /* If stat loss is permanent, lose one stat only. */
2996 { 2526 /* 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"); 2527 more if they do. */
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2528 /* Higher level characters can afford things such as potions of
2999 op->stats.food = 999; 2529 restoration, or better, stat potions. So we slug them that
3000 return; 2530 little bit harder. */
3001 } 2531 /* GD */
3002 sprintf (buf, "%s starved to death.", &op->name); 2532 if (settings.stat_loss_on_death)
3003 strcpy (op->contr->killer, "starvation"); 2533 num_stats_lose = 1;
2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3004 } 2536 }
3005 else 2537 else
3006 { 2538 num_stats_lose = 1;
3007 if (op->contr->explore) 2539
3008 { 2540 lost_a_stat = 0;
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2541
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2542 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 } 2543 {
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2544 i = rndm (NUM_STATS);
3017 2545
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) 2546 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2547 {
3047 else 2548 /* Pick a random stat and take a point off it. Tell the player
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2549 * what he lost.
2550 */
2551 change_attr_value (&(op->stats), i, -1);
2552 check_stat_bounds (&(op->stats));
2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2554 check_stat_bounds (&(op->contr->orig_stats));
2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2556 lost_a_stat = 1;
3049 } 2557 }
3050 else 2558 else
3051 { 2559 {
3052 num_stats_lose = 1; 2560 /* deplete a stat */
3053 } 2561 archetype *deparch = archetype::find (shstr_depletion);
3054 lost_a_stat = 0; 2562 object *dep;
3055 2563
3056 for (z = 0; z < num_stats_lose; z++) 2564 dep = present_arch_in_ob (deparch, op);
3057 { 2565 if (!dep)
3058 i = RANDOM () % NUM_STATS;
3059
3060 if (settings.stat_loss_on_death)
3061 { 2566 {
3062 /* Pick a random stat and take a point off it. Tell the player 2567 dep = deparch->instance ();
3063 * what he lost. 2568 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 } 2569 }
3072 else 2570 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss)
3073 { 2572 {
3074 /* deplete a stat */ 2573 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2574 /* Get the stat that we're about to deplete. */
3076 object *dep; 2575 this_stat = get_attr_value (&(dep->stats), i);
3077 2576 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2577 {
3081 dep = arch_to_object (deparch); 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2579 int keep_chance = this_stat * this_stat;
3083 } 2580
3084 lose_this_stat = 1; 2581 /* 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) 2582 if (keep_chance < 1)
2583 keep_chance = 1;
2584
2585 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2587 {
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; 2588 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2590 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 } 2591 }
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 */ 2592 else
3126 if (this_stat >= -50)
3127 { 2593 {
3128 change_attr_value (&(dep->stats), i, -1); 2594 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; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2599 }
3134 } 2600 }
3135 } 2601 }
2602
2603 if (lose_this_stat)
2604 {
2605 this_stat = get_attr_value (&dep->stats, i);
2606 /* We could try to do something clever like find another
2607 * stat to reduce if this fails. But chances are, if
2608 * stats have been depleted to -50, all are pretty low
2609 * and should be roughly the same, so it shouldn't make a
2610 * difference.
2611 */
2612 if (this_stat >= -50)
2613 {
2614 change_attr_value (&(dep->stats), i, -1);
2615 SET_FLAG (dep, FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
3136 } 2620 }
2621 }
2622 }
2623
3137 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2625 if (!lost_a_stat)
3139 { 2626 {
3140 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2628 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
3143 2630
3144 if (god && (strcmp (god, "none"))) 2631 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); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3146 else 2633 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3148 } 2635 }
3149#else 2636#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3151#endif 2638#endif
3152 2639
3153 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2641 * exp loss on the stone.
3155 */ 2642 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
3157 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
3158 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
3159 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3160 tmp->name_pl = buf; 2647 &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; 2648 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2650
3166 /**************************************/ 2651 /**************************************/
3167 /* */ 2652 /* */
3168 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */
3171 /* */ 2654 /* */
3172 /**************************************/ 2655 /**************************************/
3173 2656
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)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2658 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 2659
3203 /* 2660 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2661 * 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 2662 * and put them back in the map.
3206 * in the map. 2663 */
3207 */ 2664 op->drop_unpaid_items ();
3208 2665
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2666 /****************************************/
3213 /* */ 2667 /* */
3214 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3216 /* */ 2670 /* */
3217 /****************************************/ 2671 /****************************************/
3218 2672
3219 enter_player_savebed (op); 2673 enter_player_savebed (op);
3220 2674
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2675 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2676
3227 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2680 * on the space that might harm the player.
3231 */ 2681 */
3232 will_kill_again = 0; 2682 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
3236 2686
3237 if (will_kill_again) 2687 if (will_kill_again)
3238 { 2688 {
3239 object *force; 2689 object *force;
3240 int at; 2690 int at;
3241 2691
3242 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2694 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2699 force->resist[at] = 100;
3250 2700
3251 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3252 fix_player (op); 2702 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 { 2703 }
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 2704
3265 op->contr->party = NULL; 2705 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} 2706}
3325 2707
3326 2708static void
3327void
3328loot_object (object *op) 2709loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3331 2712
3332 if (op->container) 2713 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2714
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3338 { 2716 {
3339 next = tmp->below; 2717 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2718
2719 if (tmp->invisible)
3341 continue; 2720 continue;
2721
3342 tmp->remove (); 2722 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3344 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2727
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2729 {
3350 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3351 { 2731 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3353 tmp2->destroy ();
3354 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3355 } 2734 }
3356 else 2735 else
3357 tmp->destroy (); 2736 tmp->destroy ();
3358 } 2737 }
3364/* 2743/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2746 * was changed.
3368 */ 2747 */
3369
3370void 2748void
3371fix_weight (void) 2749fix_weight ()
3372{ 2750{
3373 player *pl; 2751 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2752 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3378 2754
3379 if (old == sum) 2755 pl->ob->update_weight ();
3380 continue; 2756
3381 fix_player (pl->ob); 2757 if (old != pl->ob->carrying)
2758 {
2759 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3383 } 2762 }
3384} 2763}
3385 2764
3386void 2765void
3387fix_luck (void) 2766fix_luck ()
3388{ 2767{
3389 player *pl; 2768 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2770 pl->ob->change_luck (0);
3394} 2771}
3395
3396 2772
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3400 */ 2776 */
3401
3402void 2777void
3403cast_dust (object *op, object *throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3404{ 2779{
3405 object *skop, *spob; 2780 object *skop, *spob;
3406 2781
3433} 2808}
3434 2809
3435void 2810void
3436make_visible (object *op) 2811make_visible (object *op)
3437{ 2812{
3438 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3439 op->invisible = 0; 2814 op->invisible = 0;
2815
3440 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3441 { 2817 {
3442 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3444 } 2820 }
2821
3445 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3446} 2823}
3447 2824
3448int 2825int
3449is_true_undead (object *op) 2826is_true_undead (object *op)
3450{ 2827{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 2829 return 1;
3455 2830
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; 2831 return 0;
3462} 2832}
3463 2833
3464/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3466 * indicate greater hideability. 2836 * indicate greater hideability.
3467 */ 2837 */
3468
3469int 2838int
3470hideability (object *ob) 2839hideability (object *ob)
3471{ 2840{
3472 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3473 sint16 x, y; 2842 sint16 x, y;
3474 2843
3475 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3476 return 0; 2845 return 0;
3477 2846
3478 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3479 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3480 2849
3481 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3482 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3483 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3484 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3485 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3486 2855
3487 /* scan through all nearby squares for terrain to hide in */ 2856 /* 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]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3489 { 2860 {
3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3491 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue; 2863 continue;
3494 } 2864
3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3496 level += 2; 2866 level += 2;
3497 else /* open terrain! */ 2867 else /* open terrain! */
3498 level -= 1; 2868 level -= 1;
3499 } 2869 }
3507/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 2881 */
3512
3513void 2882void
3514do_hidden_move (object *op) 2883do_hidden_move (object *op)
3515{ 2884{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3517 object *skop;
3518 2886
3519 if (!op || !op->map) 2887 if (!op || !op->map)
3520 return; 2888 return;
3521 2889
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3523 2892
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3528 { 2896 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 2898 make_visible (op);
3531 return; 2899 return;
3532 } 2900 }
3533 else 2901 else
3534 num += 20; 2902 num += 20;
3535 } 2903
3536 num += op->map->difficulty; 2904 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 2906 num -= hide;
2907
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 2909 {
3541 make_visible (op); 2910 make_visible (op);
2911
3542 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 2914 }
3545 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 2917}
3550 2918
3551/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3552 2920
3553int 2921int
3580 if (mflags & P_OUT_OF_MAP) 2948 if (mflags & P_OUT_OF_MAP)
3581 continue; 2949 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 2951 continue;
3584 2952
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 2954 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 2956 return 1;
3589 else if (tmp->type == PLAYER) 2957 else if (tmp->type == PLAYER)
3590 { 2958 {
3601 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 2976 * 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. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 2978 * -b.t.
3611 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3612 */ 2980 */
3613
3614int 2981int
3615player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3616{ 2983{
3617 rv_vector rv; 2984 rv_vector rv;
3618 int dx, dy; 2985 int dx, dy;
3620 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3621 { 2988 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 2990 return -1;
3624 } 2991 }
2992
3625 if (!pl || !op) 2993 if (!pl || !op)
3626 return 0; 2994 return 0;
3627 2995
3628 if (op->head)
3629 {
3630 op = op->head; 2996 op = op->head_ ();
3631 } 2997
3632 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3633 2999
3634 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3001 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3637 * a blocked los square. 3003 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3639 */ 3005 */
3640 while (op) 3006 while (op)
3641 { 3007 {
3642 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3644 3010
3645 /* only the viewable area the player sees is updated by LOS 3011 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; 3012 return 1;
3013
3653 op = op->more; 3014 op = op->more;
3654 } 3015 }
3655 return 0;
3656}
3657 3016
3658/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding
3660 * place or invisiblity spell. Artefact invisiblity is not
3661 * effected by this. If we arent invisible to begin with, we
3662 * return 0.
3663 */
3664int
3665action_makes_visible (object *op)
3666{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3671 return 0;
3672
3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3675
3676 /* If monsters, they should become visible */
3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3680 return 1;
3681 }
3682 }
3683 return 0; 3017 return 0;
3684} 3018}
3685 3019
3686/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3021 * 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 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3027 */
3694int 3028int
3695op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3696{ 3030{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3031 /* 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), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3038 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 { 3040 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3045 {
3712 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3718 { 3050 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3721 if (x != NULL && y != NULL) 3051 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3723 return 1; 3054 return 1;
3724 }
3725 } 3055 }
3726 } 3056
3727 if (x != NULL && y != NULL) 3057 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3729 return 1; 3060 return 1;
3730 } 3061 }
3731 } 3062 }
3732 } 3063 }
3064
3733 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3734 return 0; 3066 return 0;
3735} 3067}
3736 3068
3737/* 3069/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3086 int i = 0, j = 0;
3755 3087
3756 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3097
3766 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3767 return; 3099 return;
3768 3100
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3102
3771 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3772 { 3104 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3106 return;
3775 } 3107 }
3776 3108
3777 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3110 item = tr->item;
3779 3111
3780 if (item->type == SPELL) 3112 if (item->type == SPELL)
3781 { 3113 {
3782 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3783 return; 3115 return;
3842 { 3174 {
3843 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3176 object *skin;
3845 3177
3846 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3180 ;
3181
3848 if (skin == NULL) 3182 if (!skin)
3849 return; 3183 return;
3850 3184
3851 /* adding new spellpath attunements */ 3185 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3186 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3187 {
3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884 } 3218 }
3885 else 3219 else
3886 { 3220 {
3887 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3888 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3889 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 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); 3224 who->insert (tmp);
3891 if (who->type == PLAYER)
3892 esrv_send_item (who, tmp);
3893 } 3225 }
3894} 3226}
3895 3227
3896/** 3228/**
3897 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3898 * not readied. 3230 * not readied.
3899 */ 3231 */
3900void 3232void
3901player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3902{ 3234{
3903 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3904 3237
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3906 { 3239 pl->combat_ob = 0;
3240
3907 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3908 { 3242 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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