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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.232 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
167 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
168 strip_endline (subject); 133 strip_endline (subject);
169 size = 0; 134 size = 0;
170 news[0] = '\0'; 135 news[0] = '\0';
171 } 136 }
180 size += strlen (buf); 145 size += strlen (buf);
181 } 146 }
182 } 147 }
183 148
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 152}
296 153
297/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
298static void 155static void
299set_first_map (object *op) 156set_first_map (object *op)
300{ 157{
301 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
302 op->x = -1; 159 op->x = -1;
303 op->y = -1; 160 op->y = -1;
304 enter_exit (op, 0);
305} 161}
306 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
307/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 393
320 p->next = first_player; 394 pl->ob->roll_stats ();
321 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
322 397
323 p = get_player (p);
324
325 set_first_map (p->ob); 398 set_first_map (pl->ob);
326 399
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 400 return pl;
336} 401}
337 402
338/* 403/*
339 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
342 */ 407 */
343archetype * 408archetype *
344get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
345{ 410{
346 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
347 418
348 for (;;) 419 for (;;)
349 { 420 {
350 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
351 at = first_archetype; 422 i = archetypes.begin ();
352 else 423 else if (*i == at)
353 at = at->next; 424 cleanup ("not a single player archetype found");
354 425
355 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
356 return at; 427 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 428 }
364} 429}
365 430
366object * 431object *
367get_nearest_player (object *mon) 432get_nearest_player (object *mon)
368{ 433{
369 object *op = NULL; 434 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 435 objectlink *ol;
372 unsigned lastdist; 436 unsigned lastdist;
373 rv_vector rv; 437 rv_vector rv;
374 438
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 440 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 442 continue;
405 443
406 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
407 { 445 {
408 op = ol->ob; 446 op = ol->ob;
409 lastdist = rv.distance; 447 lastdist = rv.distance;
410 } 448 }
411 } 449 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 450
413 { 451 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
418 { 454 {
419 op = pl->ob; 455 op = pl->ob;
420 lastdist = rv.distance; 456 lastdist = rv.distance;
421 } 457 }
422 } 458
423 }
424#if 0 459#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 461#endif
427 return op; 462 return op;
428} 463}
446 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 483 * is probably not a good thing.
449 */ 484 */
450#define MAX_SPACES 50 485#define MAX_SPACES 50
451
452 486
453/* 487/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 521 x = mon->x;
488 y = mon->y; 522 y = mon->y;
489 m = mon->map; 523 m = mon->map;
490 dir = rv.direction; 524 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
493 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 529 if (diff > max)
495 return 0; 530 return 0;
531
496 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
497 { 533 {
498 lastx = x; 534 lastx = x;
499 lasty = y; 535 lasty = y;
500 lastmap = m; 536 lastmap = m;
582 max--; 618 max--;
583 lastdir = dir; 619 lastdir = dir;
584 if (!firstdir) 620 if (!firstdir)
585 firstdir = dir; 621 firstdir = dir;
586 } 622 }
623
587 if (diff <= 1) 624 if (diff <= 1)
588 { 625 {
589 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 627 * headed toward player for entire distance.
591 */ 628 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 631 }
632
595 if (diff > max) 633 if (diff > max)
596 return 0; 634 return 0;
597 } 635 }
636
598 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
599 if (!max) 638 if (!max)
600 return 0; 639 return 0;
601 640
602 return firstdir; 641 return firstdir;
603} 642}
604 643
605void 644void
606give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
607{ 646{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 647 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 649
613 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
614 { 651 {
615 next = op->below; 652 next = op->below;
616 653
617 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
623 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 661 * by this player due to race restrictions
625 */ 662 */
626 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
627 { 664 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
629 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 { 672 {
634 op->destroy (); 673 op->destroy ();
635 continue; 674 continue;
636 } 675 }
637 } 676 }
638 677
639 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
640 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
641 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */ 681 */
645 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
646 { 683 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 { 686 {
655 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
657 continue; 690 break;
658 } 691 }
659 692
660 if (op->nrof > 1) 693 if (op->nrof > 1)
661 op->nrof = 1; 694 op->nrof = 1;
662 } 695 }
663 696
664 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 699
669 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
671 * merged properly. 702 * merged properly.
672 */ 703 */
673 if (need_identify (op)) 704 if (need_identify (op))
674 { 705 {
675 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 709 }
710
679 if (op->type == SPELL) 711 if (op->type == SPELL)
680 { 712 {
681 op->destroy (); 713 op->destroy ();
682 continue; 714 continue;
683 } 715 }
685 { 717 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 719 op->stats.exp = 0;
688 op->level = 1; 720 op->level = 1;
689 } 721 }
690 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
694 725
695 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
696 link_player_skills (pl); 727 pl->contr->link_skills ();
697}
698
699void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781} 728}
782 729
783void 730void
784get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
785{ 732{
786 if (party == NULL) 733 if (party == NULL)
787 { 734 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 735 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 736 return;
790 } 737 }
738
791 op->contr->write_buf[0] = '\0'; 739 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 740 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 741 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 742 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 743}
796
797 744
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 746static int
800roll_stat (void) 747roll_stat (void)
801{ 748{
802 int a[4], i, j, k; 749 int a[4], i, j, k;
803 750
804 for (i = 0; i < 4; i++) 751 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 752 a[i] = (int) rndm (6) + 1;
806 753
807 for (i = 0, j = 0, k = 7; i < 4; i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 755 if (a[i] < k)
809 k = a[i], j = i; 756 k = a[i], j = i;
810 757
811 for (i = 0, k = 0; i < 4; i++) 758 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 759 if (i != j)
814 k += a[i]; 760 k += a[i];
815 } 761
816 return k; 762 return k;
817} 763}
818 764
819void 765void
820roll_stats (object *op) 766object::roll_stats ()
821{ 767{
768 int statsort [NUM_STATS];
769
770 for (;;)
771 {
822 int sum = 0; 772 int sum = 0;
823 int i = 0, j = 0; 773 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 774 sum += statsort [i] = roll_stat ();
825 775
826 do 776 if (sum >= 82 && sum <= 116)
777 break;
827 { 778 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 779
839 /* Sort the stats so that rerolling is easier... */ 780 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 782
848 /* a quick and dirty bubblesort? */ 783 for (int i = 0; i < NUM_STATS; ++i)
849 do 784 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 785
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 786 stats.exp = 0;
884 op->stats.ac = 0; 787 stats.ac = 0;
885 788
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 789 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 790 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 791 stats.grace = stats.maxgrace;
792
793 if (contr)
794 {
795 contr->levhp[1] = 9;
796 contr->levsp[1] = 6;
797 contr->levgrace[1] = 3;
798
894 op->contr->orig_stats = op->stats; 799 contr->orig_stats = stats;
800 }
895} 801}
896 802
897void 803void
898Roll_Again (object *op) 804object::swap_stats (int a, int b)
899{ 805{
900 esrv_new_player (op->contr, 0); 806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 807
905void 808 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 809 stats.stat (i) = contr->orig_stats.stat (i);
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
813 stats.ac = 0;
814
815 level = 1;
816 stats.exp = 0;
817 stats.ac = 0;
818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
829 contr->orig_stats = stats;
830 }
831}
832
833static void
834start_info (object *op)
907{ 835{
908 signed char tmp;
909 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
910 837
911 if (op->contr->Swap_First == -1) 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 840}
1026 841
1027/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1031 * not the class. 846 * not the class.
1032 */ 847 */
1033 848void
1034int 849player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 850{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr);
1051 853
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 855 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1055 857
1056 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1058 860
1059 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1060 862
1061 if (op->msg) 863 if (ob->msg)
1062 op->msg = NULL; 864 ob->msg = 0;
1063 865
1064 /* We create this now because some of the unique maps will need it
1065 * to save here.
1066 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf);
1069
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 866 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 868 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op);
1077 esrv_send_inventory (op, op); 869 esrv_send_inventory (ob, ob);
1078 fix_player (op); 870 ob->update_stats ();
1079 871
1080 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
1081 * is one for this race 873 * is one for this race
1082 */ 874 */
1083 if (*first_map_ext_path) 875 if (*first_map_ext_path)
1084 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1085 object *tmp;
1086 char mapname[MAX_BUF];
1087
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the
1095 * default initial map */
1096 tmp->destroy ();
1097 }
1098 else 877 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
879}
1100 880
1101 return 0; 881void
1102 } 882player::chargen_race_next ()
1103 883{
1104 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
1106 */ 886 */
1107 887
1108 tmp_loop = 0; 888 do
1109 while (!tmp_loop)
1110 { 889 {
1111 shstr name = op->name; 890 shstr name = ob->name;
1112 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
1113 892
1114 remove_statbonus (op); 893 ob->remove_statbonus ();
1115 op->remove (); 894 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 895 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 896 ob->arch->copy_to (ob);
1118 op->instantiate (); 897 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 899 ob->name = ob->name_pl = name;
1121 op->x = x; 900 ob->x = x;
1122 op->y = y; 901 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 905 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 906 }
907 while (!allowed_class (ob));
1129 908
1130 update_object (op, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 910 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 911 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 914 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 915}
1192 916
1193void 917void
1194flee_player (object *op) 918flee_player (object *op)
1195{ 919{
1201 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
1202 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
1203 return; 927 return;
1204 } 928 }
1205 929
1206 if (op->enemy == NULL) 930 if (!op->enemy)
1207 { 931 {
1208 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
1209 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1210 return; 934 return;
1211 } 935 }
1212 936
1213 /* Seen some crashes here. Since we don't store an
1214 * op->enemy_count, it is possible that something destroys the
1215 * actual enemy, and the object is recycled.
1216 */
1217 if (op->enemy->map == NULL)
1218 {
1219 CLEAR_FLAG (op, FLAG_SCARED);
1220 op->enemy = NULL;
1221 return;
1222 }
1223
1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 { 938 {
1226 op->enemy = NULL; 939 op->enemy = NULL;
1227 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1228 return; 941 return;
1231 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1232 945
1233 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1234 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1235 { 948 {
1236 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1237 950
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 return; 952 return;
1240 } 953 }
1241 954
1242 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 957 op->enemy = NULL;
1245} 958}
1246 959
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 961 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 962 * stop.
1251 */ 963 */
1252int 964int
1253check_pick (object *op) 965check_pick (object *op)
1254{ 966{
1255 object *tmp, *next; 967 object *tmp, *next;
1256 int stop = 0; 968 int stop = 0;
1257 int j, k, wvratio; 969 int wvratio;
1258 char putstring[128], tmpstr[16];
1259 970
1260 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1262 return 1; 973 return 1;
1263 974
1264 next = op->below; 975 next = op->below;
1265 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1266 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 981 * destroyed */
1268 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1269 { 983 {
1270 tmp = next; 984 tmp = next;
1271 next = tmp->below; 985 next = tmp->below;
1272 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1273 if (op->destroyed ()) 993 if (op->destroyed ())
1274 return 0; 994 return 0;
1275 995
1276 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1277 continue; 997 continue;
1278 998
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 1000 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1283 continue; 1004 continue;
1284 } 1005 }
1285 1006
1286 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1287 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1288 { 1069 {
1289 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1290 { 1129 {
1291 case 0: 1130 CHK_PICK_PICKUP;
1292 return 1; /* don't pick up */ 1131 continue;
1293 case 1:
1294 pick_up (op, tmp);
1295 return 1;
1296 case 2:
1297 pick_up (op, tmp);
1298 return 0;
1299 case 3:
1300 return 0; /* stop before pickup */
1301 case 4:
1302 pick_up (op, tmp);
1303 break;
1304 case 5:
1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1312
1313 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp);
1316 break;
1317
1318 default:
1319 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp);
1323 } 1132 }
1324 } 1133 }
1325 else 1134
1326 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1327 /* NEW pickup handling */
1328 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1329 { 1138 {
1330 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1331 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 }
1368 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for
1373 * example.
1374 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#>
1377 */
1378
1379 /* the first two modes are exclusive: if NOTHING we return, if
1380 * STOP then we stop. All the rest are applied sequentially,
1381 * meaning if any test passes, the item gets picked up. */
1382
1383 /* if mode is set to pick nothing up, return */
1384
1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1387
1388 /* if mode is set to stop when encountering objects, return */
1389 /* take STOP before INHIBIT since it doesn't actually pick
1390 * anything up */
1391
1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1394
1395 /* useful for going into stores and not losing your settings... */
1396 /* and for battles wher you don't want to get loaded down while
1397 * fighting */
1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1400
1401 /* prevent us from turning into auto-thieves :) */
1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue; 1140 continue;
1141 }
1404 1142
1405 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1407 continue; 1148 continue;
1149 }
1408 1150
1409 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1410 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1411 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1412 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1413 { 1222 {
1414 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1415 continue; 1224 continue;
1416 } 1225 }
1226 }
1417 1227
1228 /* misc stuff that's useful */
1418 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1420 { 1231 {
1421 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1422 continue; 1233 continue;
1423 } 1234 }
1424 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1425 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1426 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1427 { 1243 */
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1432 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK)
1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1440 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL)
1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1447 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1461
1462 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 if (op->contr->mode & PU_VALUABLES)
1471 { 1246 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1473 { 1250 {
1474 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1475 continue;
1476 } 1252 }
1477 }
1478
1479 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET)
1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1495 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW)
1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1509
1510 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR)
1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1518 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET)
1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1525 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1560
1561 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON)
1563 {
1564 if (tmp->type == WEAPON && tmp->name != NULL)
1565 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1574 if (tmp->type == WEAPON && tmp->name == NULL)
1575 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581 }
1582 }
1583
1584 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1591
1592 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */
1594 if (op->contr->mode & PU_RATIO)
1595 {
1596 /* use value density to decide what else to grab */
1597 /* >=7 was >= op->contr->mode */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 {
1603 pick_up (op, tmp);
1604#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL)
1607 {
1608 fprintf (stderr, "%s", tmp->name);
1609 }
1610 else 1253 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1257#endif
1258 CHK_PICK_PICKUP;
1615 continue; 1259 continue;
1616 }
1617 } 1260 }
1618 } /* the new pickup model */ 1261 } /* the new pickup model */
1619 } 1262 }
1620 1263
1621 return !stop; 1264 return !stop;
1627 * found object is returned. 1270 * found object is returned.
1628 */ 1271 */
1629object * 1272object *
1630find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1631{ 1274{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1638 return op; 1284 return arrow;
1285 }
1286
1639 return tmp; 1287 return 0;
1640} 1288}
1641 1289
1642/* 1290/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1295 */
1648
1649object * 1296object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1651{ 1298{
1652 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1654 1301
1655 if (!type) 1302 if (!type)
1659 { 1306 {
1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661 { 1308 {
1662 i = 0; 1309 i = 0;
1663 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1664 if (i > betterby) 1312 if (i > betterby)
1665 { 1313 {
1666 tmp = ntmp; 1314 tmp = ntmp;
1667 betterby = i; 1315 betterby = i;
1668 } 1316 }
1669 } 1317 }
1670 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1671 { 1319 {
1672 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1674 { 1322 {
1675 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1676 { 1324 {
1677 *better = 100; 1325 *better = 100;
1678 return arrow; 1326 return arrow;
1686 else 1334 else
1687 { 1335 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1337 {
1690 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1341 {
1694 tmp = arrow; 1342 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1344 }
1697 } 1345 }
1346
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1348 {
1700 tmp = arrow; 1349 tmp = arrow;
1701 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1702 } 1351 }
1352
1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1704 { 1354 {
1705 tmp = arrow; 1355 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 } 1357 }
1708 } 1358 }
1709 } 1359 }
1710 } 1360 }
1361
1711 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1712 return find_arrow (op, type); 1363 return find_arrow (op, type);
1713 1364
1714 *better = betterby; 1365 *better = betterby;
1715 return tmp; 1366 return tmp;
1719 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1371 * op = the shooter
1721 * type = bow->race 1372 * type = bow->race
1722 * dir = fire direction 1373 * dir = fire direction
1723 */ 1374 */
1724
1725object * 1375object *
1726pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1727{ 1377{
1728 object *tmp = NULL; 1378 object *tmp = NULL;
1729 maptile *m; 1379 maptile *m;
1730 int i, mflags, found, number; 1380 int i, mflags, found, number;
1731 sint16 x, y; 1381 sint16 x, y;
1746 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1747 { 1397 {
1748 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1749 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1750 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 { 1403 {
1753 tmp = NULL; 1404 tmp = 0;
1754 break; 1405 break;
1755 } 1406 }
1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 { 1408 {
1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1760 */ 1411 */
1761 tmp = NULL; 1412 tmp = 0;
1762 break; 1413 break;
1763 } 1414 }
1415
1764 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1765 {
1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1768 {
1769 found++;
1770 break;
1771 }
1772 if (found)
1773 break; 1419 break;
1774 }
1775 } 1420 }
1776 if (tmp == NULL) 1421
1422 if (!tmp)
1777 return find_arrow (op, type); 1423 return find_arrow (op, type);
1778 1424
1779 if (tmp->head) 1425 if (tmp->head)
1780 tmp = tmp->head; 1426 tmp = tmp->head;
1781 1427
1794 */ 1440 */
1795int 1441int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1443{
1798 object *left, *bow; 1444 object *left, *bow;
1799 int bowspeed, mflags; 1445 int mflags;
1800 maptile *m; 1446 maptile *m;
1801 1447
1802 if (!dir) 1448 if (!dir)
1803 { 1449 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1451 return 0;
1806 } 1452 }
1807 1453
1808 if (op->type == PLAYER) 1454 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1455 bow = op->current_weapon;
1810 else 1456 else
1811 { 1457 {
1812 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1460 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1465 if (!bow)
1820 { 1466 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1468 return 0;
1823 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 splay (bow);
1824 } 1473 }
1825 1474
1826 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1827 { 1476 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1478 return 0;
1830 } 1479 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1480
1841 if (arrow == NULL) 1481 if (arrow == NULL)
1842 { 1482 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1483 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1484 {
1845 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1487 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1488 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1489 CLEAR_FLAG (op, FLAG_READY_BOW);
1490
1850 return 0; 1491 return 0;
1851 } 1492 }
1852 } 1493 }
1853 1494
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1495 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1862 } 1503 }
1863 1504
1864 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1865 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1866 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1867 arrow->destroy (); 1509 arrow->destroy ();
1868 return 0; 1510 return 0;
1869 } 1511 }
1870 1512
1871 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1873 if (!arrow) 1515 if (!arrow)
1874 { 1516 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1518 return 0;
1877 } 1519 }
1878 1520
1879 arrow->set_owner (op); 1521 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1522 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1523 arrow->direction = dir;
1883 arrow->x = sx; 1524
1884 arrow->y = sy; 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1526 arrow->stats.hp = arrow->stats.dam;
1527 arrow->stats.grace = arrow->attacktype;
1528 arrow->custom_name = arrow->slaying;
1529
1530#if 0
1531 if (player *pl = op->contr)
1532 {
1533 float speed = pl->weapon_sp;
1534
1535 /* penalize ROF for bestarrow */
1536 if (pl->bowtype == bow_bestarrow)
1537 speed *= .9f;
1538 else
1539 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540
1541 op->speed_left += speed - op->speed;
1542 }
1543#endif
1544
1545 SET_ANIMATION (arrow, arrow->direction);
1546
1547 /* update the speed */
1548 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1549 + bow->stats.dam / 7.f;
1550
1551 arrow->set_speed (max (arrow->speed, 2.f));
1552 arrow->speed_left = 0;
1553
1554 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1555
1886 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1887 { 1557 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1558 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1559 wc -= dex_bonus[op->stats.Dex];
1560
1561 if (!arrow->slaying)
1562 arrow->slaying = op->slaying;
1563
1564 arrow->attacktype |= op->attacktype;
1921 } 1565 }
1922 else 1566 else
1923 { 1567 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1568 arrow->level = op->level;
1926 } 1569 arrow->stats.wc -= bow->magic;
1927 1570
1928 if (arrow->attacktype == AT_PHYSICAL) 1571 if (!arrow->slaying)
1572 arrow->slaying = bow->slaying;
1573
1929 arrow->attacktype |= bow->attacktype; 1574 arrow->attacktype |= bow->attacktype;
1575 }
1930 1576
1931 if (bow->slaying) 1577 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1578 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1579
1934 arrow->map = m; 1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1583
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1585 m->insert (arrow, sx, sy, op);
1940 1586
1941 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1588 move_arrow (arrow);
1943
1944 if (op->type == PLAYER)
1945 {
1946 if (left->destroyed ())
1947 esrv_del_item (op->contr, left->count);
1948 else
1949 esrv_send_item (op, left);
1950 }
1951 1589
1952 return 1; 1590 return 1;
1953} 1591}
1954 1592
1955/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1960 * hence the function name. 1598 * hence the function name.
1961 */ 1599 */
1962int 1600int
1963player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1964{ 1602{
1965 int ret = 0, wcmod = 0; 1603 int ret;
1966 1604
1967 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1968 { 1606 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1608 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1610 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1974 wcmod = -1;
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1613 }
1977 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1978 { 1615 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 } 1619 }
1983 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1621 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1625 }
1990 else 1626 else
1991 { 1627 {
1992 /* Simple case */ 1628 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1629 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1630 }
1631
1995 return ret; 1632 return ret;
1996} 1633}
1997
1998 1634
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1635/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1636 * Broken apart from 'fire' to keep it more readable.
2001 */ 1637 */
2002void 1638void
2003fire_misc_object (object *op, int dir) 1639fire_misc_object (object *op, int dir)
2004{ 1640{
2005 object *item; 1641 object *item = op->contr->ranged_ob;
2006 1642
2007 if (!op->contr->ranges[range_misc]) 1643 if (!item)
2008 { 1644 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1646 return;
2011 } 1647 }
2012 1648
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1649 if (!item->inv)
2015 { 1650 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1651 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1652 return;
2018 } 1653 }
1654
1655 if (!op->change_weapon (item))
1656 return;
1657
2019 if (item->type == WAND) 1658 if (item->type == WAND)
2020 { 1659 {
2021 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
2022 { 1661 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 op->contr->play_sound (sound_find ("wand_poof"));
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664
2025 return; 1665 return;
2026 } 1666 }
2027 } 1667 }
2028 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
2029 { 1669 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2031 { 1675 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1677
2033 if (item->type == ROD) 1678 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1680 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682
2037 return; 1683 return;
2038 } 1684 }
2039 } 1685 }
2040 1686
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
2042 { 1688 {
2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
2044 if (item->type == WAND) 1691 if (item->type == WAND)
2045 { 1692 {
2046 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
2047 { 1694 {
2048 object *tmp; 1695 object *tmp;
2049 1696
2050 if (item->arch) 1697 if (item->arch)
2051 { 1698 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1700 item->face = item->arch->face;
2054 item->speed = 0; 1701 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1702 }
2057 if ((tmp = item->in_player ())) 1703
1704 if (object *pl = item->visible_to ())
2058 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
2059 } 1706 }
2060 } 1707 }
2061 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1709 drain_rod_charge (item);
2064 }
2065 } 1710 }
2066} 1711}
2067 1712
2068/* Received a fire command for the player - go and do it. 1713/* Received a fire command for the player - go and do it.
2069 */ 1714 */
2070void 1715bool
2071fire (object *op, int dir) 1716fire (object *op, int dir)
2072{ 1717{
2073 int spellcost = 0; 1718 int spellcost = 0;
1719
1720 player *pl = op->contr;
1721
1722 if (pl->golem)
1723 {
1724 control_golem (op->contr->golem, dir);
1725 return false;
1726 }
1727
1728 object *ob = pl->ranged_ob;
1729
1730 if (!ob)
1731 return false;
1732
1733 if (op->speed_left > 0.f)
1734 --op->speed_left;
1735 else
1736 return false;
1737
1738 if (!op->change_weapon (ob))
1739 return false;
2074 1740
2075 /* check for loss of invisiblity/hide */ 1741 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1742 if (action_makes_visible (op))
2077 make_visible (op); 1743 make_visible (op);
2078 1744
2079 switch (op->contr->shoottype) 1745 switch (ob->type)
2080 { 1746 {
2081 case range_none: 1747 case BOW:
2082 return;
2083
2084 case range_bow:
2085 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
2086 return; 1749 break;
2087 1750
2088 case range_magic: /* Casting spells */ 1751 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2090 return; 1753 break;
2091 1754
2092 case range_misc: 1755 case BUILDER:
1756 apply_map_builder (op, dir);
1757 break;
1758
1759 case SKILL:
1760 do_skill (op, op, ob, dir, 0);
1761 break;
1762
1763 default:
2093 fire_misc_object (op, dir); 1764 fire_misc_object (op, dir);
2094 return; 1765 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1766 }
2122}
2123 1767
2124 1768 return true;
1769}
2125 1770
2126/* find_key 1771/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1776 * pl is the player,
2132 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
2135 */ 1780 */
2136
2137object * 1781object *
2138find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
2139{ 1783{
2140 object *tmp, *key; 1784 object *tmp, *key;
2141 1785
2142 /* Should not happen, but sanity checking is never bad */ 1786 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1787 if (!container->inv)
2144 return NULL; 1788 return 0;
2145 1789
2146 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1792 {
2149 if (door->type == DOOR && tmp->type == KEY) 1793 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1794 break;
1795
2151 /* For sanity, we should really check door type, but other stuff 1796 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1797 * (like containers) can be locked with special keys
2153 */ 1798 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1799 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1800 break;
2156 } 1801 }
1802
2157 /* No key found - lets search inventories now */ 1803 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1804 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1805 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1806 * a key, return
2161 */ 1807 */
2162 if (!tmp) 1808 if (!tmp)
2163 { 1809 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1810 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 {
2166 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1812 if (tmp->type == CONTAINER && tmp->inv)
2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1813 if ((key = find_key (pl, tmp, door)))
2170 return key; 1814 return key;
2171 } 1815
2172 }
2173 if (!tmp) 1816 if (!tmp)
2174 return NULL; 1817 return 0;
2175 } 1818 }
1819
2176 /* We get down here if we have found a key. Now if its in a container, 1820 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1821 * see if we actually want to use it
2178 */ 1822 */
2179 if (pl != container) 1823 if (pl != container)
2180 { 1824 {
2181 /* Only let players use keys in containers */ 1825 /* Only let players use keys in containers */
2182 if (!pl->contr) 1826 if (!pl->contr)
2183 return NULL; 1827 return 0;
1828
2184 /* cases where this fails: 1829 /* cases where this fails:
2185 * If we only search the player inventory, return now since we 1830 * If we only search the player inventory, return now since we
2186 * are not in the players inventory. 1831 * are not in the players inventory.
2187 * If the container is not active, return now since only active 1832 * If the container is not active, return now since only active
2188 * containers can be used. 1833 * containers can be used.
2194 * Change the color so that the message doesn't disappear with 1839 * Change the color so that the message doesn't disappear with
2195 * all the others. 1840 * all the others.
2196 */ 1841 */
2197 if (pl->contr->usekeys == key_inventory || 1842 if (pl->contr->usekeys == key_inventory ||
2198 !QUERY_FLAG (container, FLAG_APPLIED) || 1843 !QUERY_FLAG (container, FLAG_APPLIED) ||
2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1844 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2200 { 1845 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1846 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1847 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1848 return NULL;
2204 } 1849 }
2205 } 1850 }
1851
2206 return tmp; 1852 return tmp;
2207} 1853}
2208 1854
2209/* moved door processing out of move_player_attack. 1855/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1856 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1858 * 0 otherwise
2213 */ 1859 */
2214static int 1860static int
2215player_attack_door (object *op, object *door) 1861player_attack_door (object *op, object *door)
2216{ 1862{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1863 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1864 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1865 * otherwise, we fall through to the rest of the code.
2220 */ 1866 */
2221 object *key = find_key (op, op, door); 1867 object *key = find_key (op, op, door);
2222 1868
2223 /* IF we found a key, do some extra work */ 1869 /* If we found a key, do some extra work */
2224 if (key) 1870 if (key)
2225 { 1871 {
2226 object *container = key->env; 1872 object *container = key->env;
2227 1873
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1874 if (action_makes_visible (op))
2230 make_visible (op); 1875 make_visible (op);
1876
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1877 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1878 spring_trap (door->inv, op);
1879
2233 if (door->type == DOOR) 1880 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1881 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1882 else if (door->type == LOCKED_DOOR)
2238 { 1883 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1884 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1885 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1886 }
1887
2242 /* Do this after we print the message */ 1888 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1889 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1890
2245 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container);
2247 return 1; /* Nothing more to do below */ 1891 return 1; /* Nothing more to do below */
2248 } 1892 }
2249 else if (door->type == LOCKED_DOOR) 1893 else if (door->type == LOCKED_DOOR)
2250 { 1894 {
2251 /* Might as well return now - no other way to open this */ 1895 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1896 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1897 return 1;
2254 } 1898 }
1899
2255 return 0; 1900 return 0;
2256} 1901}
2257 1902
2258/* This function is just part of a breakup from move_player. 1903/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1904 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1905 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1906 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1907 * going to try and move (not fire weapons).
2263 */ 1908 */
2264void 1909bool
2265move_player_attack (object *op, int dir) 1910move_player_attack (object *op, int dir)
2266{ 1911{
2267 object *tmp, *mon; 1912 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2268 sint16 nx, ny; 1913 {
1914 --op->speed_left;
1915 return true;
1916 }
1917
2269 int on_battleground; 1918 int on_battleground;
2270 maptile *m;
2271 1919
2272 nx = freearr_x[dir] + op->x; 1920 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1921 sint16 ny = freearr_y[dir] + op->y;
2274 1922
2275 on_battleground = op_on_battleground (op, 0, 0); 1923 on_battleground = op_on_battleground (op, 0, 0);
1924
1925 if (out_of_map (op->map, nx, ny))
1926 return false;
2276 1927
2277 /* If braced, or can't move to the square, and it is not out of the 1928 /* 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 1929 * 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 1930 * 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 1931 * 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 1932 * 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 1933 * 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 1934 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1935 * move_ob uses.
2285 */ 1936 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1937 maptile *m = op->map->xy_find (nx, ny);
1938
1939 /* Go through all the objects, and find ones of interest. Only stop if
1940 * we find a monster - that is something we know we want to attack.
1941 * if its a door or barrel (can roll) see if there may be monsters
1942 * on the space
1943 */
1944 object *mon;
1945 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1946 {
1947 if ((mon->flag [FLAG_ALIVE]
1948 || mon->type == LOCKED_DOOR
1949 || mon->flag [FLAG_CAN_ROLL])
1950 && mon != op)
1951 break;
2287 { 1952 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1953
1954 if (!mon) /* This happens anytime the player tries to move */
1955 return false; /* into a wall */
1956
1957 mon = mon->head_ ();
1958
1959 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1960 if (op->contr->weapon_sp_left > 0.f)
1961 if (player_attack_door (op, mon))
1962 {
1963 --op->contr->weapon_sp_left;
1964 return true;
2289 { 1965 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1966
2291 if (!m) 1967 /* The following deals with possibly attacking peaceful
2292 return; /* Don't think this should happen */ 1968 * or friendly creatures. Basically, all players are considered
1969 * unaggressive. If the moving player has peaceful set, then the
1970 * object should be pushed instead of attacked. It is assumed that
1971 * if you are braced, you will not attack friends accidently,
1972 * and thus will not push them.
1973 */
1974
1975 /* If the creature is a pet, push it even if the player is not
1976 * peaceful. Our assumption is the creature is a pet if the
1977 * player owns it and it is either friendly or unagressive.
1978 */
1979 if (op->type == PLAYER
1980 && ((mon->owner && mon->owner->contr
1981 && same_party (mon->owner->contr->party, op->contr->party))
1982 || mon->owner == op)
1983 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1984 {
1985 /* If we're braced, we don't want to switch places with it */
1986 if (op->contr->braced)
1987 return false;
1988
1989 if (op->speed_left > 0.f)
1990 {
1991 --op->speed_left;
1992
1993 op->play_sound (sound_find ("push_player"));
1994 push_ob (mon, dir, op);
1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1999 return true;
2293 } 2000 }
2294 else 2001 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 move there.\n"); */
2300 return; 2002 return false;
2301 } 2003 }
2302 2004
2303 mon = 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)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head)
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 2005 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2006 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2007 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2008 * attack them either.
2375 */ 2009 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2010 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2011 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2012 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2013 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2014 && !on_battleground))
2015 {
2016 if (op->speed_left > 0.f)
2387 { 2017 {
2018 --op->speed_left;
2019
2388 if (!op->contr->braced) 2020 if (!op->contr->braced)
2389 { 2021 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2022 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2023 push_ob (mon, dir, op);
2392 } 2024 }
2393 else 2025 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2026 op->statusmsg ("You withhold your attack");
2395 2027
2396 if (op->contr->tmp_invis || op->hide) 2028 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2397 make_visible (op); 2029 make_visible (op);
2398 }
2399 2030
2031 return true;
2032 }
2033 }
2400 /* If the object is a boulder or other rollable object, then 2034 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2035 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2036 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2037 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2038 {
2039 if (op->speed_left > 0.f)
2404 { 2040 {
2041 --op->speed_left;
2042
2405 recursive_roll (mon, dir, op); 2043 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2044 if (action_makes_visible (op))
2407 make_visible (op); 2045 make_visible (op);
2408 }
2409 2046
2047 return true;
2048 }
2049 }
2410 /* Any generic living creature. Including things like doors. 2050 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2051 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2052 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2053 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2054 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2055 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2056 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2057 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2058 {
2420 2059 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2060 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2061 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2062
2433 skill_attack (mon, op, 0, 0, 0); 2063 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2064
2449 if (action_makes_visible (op)) 2065 if (action_makes_visible (op))
2450 make_visible (op); 2066 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2067
2455int 2068 return true;
2069 }
2070 }
2071
2072 return false;
2073}
2074
2075bool
2456move_player (object *op, int dir) 2076move_player (object *op, int dir)
2457{ 2077{
2458 int pick; 2078 int pick;
2459 2079
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2080 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2081 return 0;
2462 2082
2463 /* Sanity check: make sure dir is valid */ 2083 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2084 if ((dir < 0) || (dir >= 9))
2465 { 2085 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2086 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2087 return 0;
2468 } 2088 }
2469 2089
2470 /* peterm: added following line */ 2090 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2091 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2092 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2093
2474 op->facing = dir; 2094 op->facing = dir;
2475 2095
2476 if (op->hide) 2096 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2097 do_hidden_move (op);
2478 2098
2099 bool retval;
2100
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2101 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2102 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2103 else if (op->contr->fire_on)
2482 fire (op, dir); 2104 retval = fire (op, dir);
2483 else 2105 else
2484 { 2106 {
2485 move_player_attack (op, dir); 2107 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2108 pick = check_pick (op);
2487 } 2109 }
2488 2110
2489 /* Add special check for newcs players and fire on - this way, the 2111 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2112 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2119 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2120 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2121 * for players.
2500 */ 2122 */
2501 animate_object (op, op->facing); 2123 animate_object (op, op->facing);
2502 return 0; 2124
2125 return retval;
2503} 2126}
2504 2127
2505/* This is similar to handle_player, below, but is only used by the 2128/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2129 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2130 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2131 * the new speed values for commands.
2509 * 2132 *
2510 * Returns true if there are more actions we can do. 2133 * Returns true if there are more actions we can do. Should not do
2134 * many actions in a row, as that would be too unfair to other
2135 * players.
2511 */ 2136 */
2512int 2137bool
2513handle_newcs_player (object *op) 2138handle_newcs_player (object *op)
2514{ 2139{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2140 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2141 {
2537 flee_player (op); 2142 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2143 {
2541 op->speed_left--; 2144 --op->speed_left;
2145 flee_player (op);
2146
2542 return 0; 2147 return true;
2543 } 2148 }
2149 else
2150 return false;
2544 } 2151 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2152
2554 /* call this here - we also will call this in do_ericserver, but 2153 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2154 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2155 * called, so we recheck it here.
2557 */ 2156 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2157 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2158 return true;
2564 2159
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2160 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2161 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2162
2581 return 0; 2163 return false;
2582} 2164}
2583 2165
2584int 2166int
2585save_life (object *op) 2167save_life (object *op)
2586{ 2168{
2588 return 0; 2170 return 0;
2589 2171
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2173 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2174 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2175 op->play_sound (sound_find ("ob_evaporate"));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2176 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598 2177
2599 tmp->destroy (); 2178 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE); 2179 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 2180
2602 if (op->stats.hp < 0) 2181 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp; 2182 op->stats.hp = op->stats.maxhp;
2604 2183
2605 if (op->stats.food < 0) 2184 if (op->stats.food < 0)
2606 op->stats.food = 999; 2185 op->stats.food = 999;
2607 2186
2608 fix_player (op); 2187 op->update_stats ();
2609 return 1; 2188 return 1;
2610 } 2189 }
2611 2190
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2191 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2192 CLEAR_FLAG (op, FLAG_LIFESAVE);
2615 return 0; 2194 return 0;
2616} 2195}
2617 2196
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2197/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This 2198 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search 2199 * function will descend into containers. op is the object to start the search
2621 * from. 2200 * from.
2622 */ 2201 */
2202static void
2203drop_unpaid_items (object *op, object *env)
2204{
2205 while (op)
2206 {
2207 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2208
2209 if (QUERY_FLAG (op, FLAG_UNPAID))
2210 op->insert_at (env);
2211 else if (op->inv)
2212 drop_unpaid_items (op->inv, env);
2213
2214 op = next;
2215 }
2216}
2217
2623void 2218void
2624remove_unpaid_objects (object *op, object *env) 2219object::drop_unpaid_items ()
2625{ 2220{
2626 object *next; 2221 if (!flag [FLAG_REMOVED])
2627 2222 ::drop_unpaid_items (inv, this);
2628 while (op)
2629 {
2630 next = op->below; /* Make sure we have a good value, in case
2631 * we remove object 'op'
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0);
2641 }
2642 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2646 }
2647} 2223}
2648
2649 2224
2650/* 2225/*
2651 * Returns pointer a static string containing gravestone text 2226 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2227 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2228 * actually uses this function. player.c may not be quite the
2654 * best, a misc file for object actions is probably better, 2229 * best, a misc file for object actions is probably better,
2655 * but there isn't one in the server directory. 2230 * but there isn't one in the server directory.
2656 */ 2231 */
2657char * 2232const char *
2658gravestone_text (object *op) 2233gravestone_text (object *op)
2659{ 2234{
2660 static char buf2[MAX_BUF]; 2235 static dynbuf_text buf;
2661 char buf[MAX_BUF];
2662 time_t now = time (NULL);
2663 2236
2664 strcpy (buf2, " R.I.P.\n\n"); 2237 buf << "---- R.I.P. ----\n\n"
2238 << op->name;
2239
2665 if (op->type == PLAYER) 2240 if (op->type == PLAYER)
2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2241 buf << " the " << op->contr->title;
2667 else
2668 sprintf (buf, "%s\n", &op->name);
2669 2242
2670 strncat (buf2, " ", 20 - strlen (buf) / 2); 2243 buf << "\n\n";
2671 strcat (buf2, buf); 2244
2245 buf << "who was level ";
2246 buf << (sint32)op->level << "\n\n" // OO breakdown
2247 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2248
2672 if (op->type == PLAYER) 2249 if (op->type == PLAYER)
2673 sprintf (buf, "who was in level %d when killed\n", op->level); 2250 buf << "by " << op->contr->killer_name () << ".\n\n";
2674 else
2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676 2251
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 { 2252 {
2681 sprintf (buf, "by %s.\n\n", op->contr->killer); 2253 static char buf2[128];
2682 strncat (buf2, " ", 21 - strlen (buf) / 2); 2254 time_t now = time (NULL);
2683 strcat (buf2, buf);
2684 }
2685
2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2255 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2256 buf << buf2;
2688 strcat (buf2, buf); 2257 }
2689 2258
2690 return buf2; 2259 return buf;
2691} 2260}
2692
2693
2694 2261
2695void 2262void
2696do_some_living (object *op) 2263do_some_living (object *op)
2697{ 2264{
2698 int last_food = op->stats.food; 2265 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2271 int rate_grace = 2000;
2705 const int max_hp = 1; 2272 const int max_hp = 1;
2706 const int max_sp = 1; 2273 const int max_sp = 1;
2707 const int max_grace = 1; 2274 const int max_grace = 1;
2708 2275
2709 if (op->contr->outputs_sync) 2276 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2277 {
2278 op->invisible = 1000;
2279 /* the socket code flashes the player visible/invisible
2280 * depending on the value of invisible, so we need to
2281 * alternate it here for it to work correctly.
2282 */
2283 if (pticks & 2)
2284 op->invisible--;
2285 }
2286 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2287 {
2288 if (!op->invisible--)
2289 {
2290 make_visible (op);
2291 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2292 }
2293 }
2715 2294
2716 if (op->contr->state == ST_PLAYING) 2295 if (op->contr->ns->state == ST_PLAYING)
2717 { 2296 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2297 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2298 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2299 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2300 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2301 else
2724 { 2302 {
2725 gen_hp = op->stats.maxhp; 2303 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2304 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2305 }
2306
2728 if (op->contr->gen_sp >= 0) 2307 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2308 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2309 else
2731 { 2310 {
2732 gen_sp = op->stats.maxsp; 2311 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2312 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2313 }
2314
2735 if (op->contr->gen_grace >= 0) 2315 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2316 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2317 else
2738 { 2318 {
2739 gen_grace = op->stats.maxgrace; 2319 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2320 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2321 }
2742 2322
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2323 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2324 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2325 if (--op->last_grace < 0)
2789 { 2326 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2327 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2328 op->stats.grace++; /* no penalty in food for regaining grace */
2329
2792 if (max_grace > 1) 2330 if (max_grace > 1)
2793 { 2331 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2332 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2333 if (over_grace > 0)
2796 { 2334 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2346 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2347 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2348 /* wearing stuff doesn't detract from grace generation. */
2811 } 2349 }
2812 2350
2351 if (op->stats.food > 0)
2352 {
2813 /* Regenerate Hit Points */ 2353 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2354 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2355 {
2818 op->stats.hp++; 2356 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2357
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2358 if (op->stats.sp < op->stats.maxsp)
2821 { 2359 {
2360 op->stats.sp++;
2361
2362 /* dms do not consume food */
2363 if (!QUERY_FLAG (op, FLAG_WIZ))
2364 {
2822 op->stats.food--; 2365 op->stats.food--;
2366
2823 if (op->contr->digestion < 0) 2367 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2368 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2369 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2370 op->stats.food = last_food;
2371 }
2827 } 2372 }
2828 } 2373
2829 if (max_hp > 1) 2374 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2375 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2376 over_sp = (gen_sp + 10) / rate_sp;
2377 if (over_sp > 0)
2378 {
2379 if (op->stats.sp < op->stats.maxsp)
2380 {
2381 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2382
2383 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2384 op->stats.sp--;
2385
2386 if (op->stats.sp > op->stats.maxsp)
2387 op->stats.sp = op->stats.maxsp;
2388 }
2389
2835 op->last_heal = 0; 2390 op->last_sp = 0;
2391 }
2392 else
2393 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2394 }
2837 else 2395 else
2396 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2397 }
2398
2399 /* Regenerate Hit Points */
2400 if (--op->last_heal < 0)
2401 {
2402 if (op->stats.hp < op->stats.maxhp)
2838 { 2403 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2404 op->stats.hp++;
2405
2406 /* dms do not consume food */
2407 if (!QUERY_FLAG (op, FLAG_WIZ))
2408 {
2409 op->stats.food--;
2410
2411 if (op->contr->digestion < 0)
2412 op->stats.food += op->contr->digestion;
2413 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2414 op->stats.food = last_food;
2415 }
2840 } 2416 }
2417
2418 if (max_hp > 1)
2419 {
2420 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2421
2422 if (over_hp > 0)
2423 {
2424 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2425 op->last_heal = 0;
2426 }
2427 else
2428 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2429 }
2842 else 2430 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2431 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2432 }
2846 } 2433 }
2847 2434
2848 /* Digestion */ 2435 /* Digestion */
2849 if (--op->last_eat < 0) 2436 if (--op->last_eat < 0)
2850 { 2437 {
2851#ifdef COZY_SERVER 2438 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2439 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2440
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2441 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2442
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2443 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2445 op->stats.food--;
2865 } 2446 }
2866 }
2867 2447
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2448 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2449 {
2870 object *tmp, *flesh = NULL; 2450 object *flesh = 0;
2871 2451
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2452 for_inv_removable (op, tmp)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2453 {
2454 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2455 continue;
2456
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2457 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2458 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2459 op->statusmsg ("You blindly grab for a bite of food. "
2460 "H<To prevent you from starving, you ate some random item from your backpack.>");
2879 manual_apply (op, tmp, 0); 2461 manual_apply (op, tmp, 0);
2462
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2463 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2464 break;
2882 } 2465 }
2883 else if (tmp->type == FLESH) 2466 else if (tmp->type == FLESH)
2884 flesh = tmp; 2467 flesh = tmp;
2885 } /* End if paid for object */ 2468 }
2886 } /* end of for loop */ 2469
2887 /* If player is still starving, it means they don't have any food, so 2470 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2471 * eat flesh instead.
2889 */ 2472 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2473 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2474 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2475 op->statusmsg ("You blindly grab for a bite of food. "
2476 "H<To prevent you from starving, you ate some random item from your backpack.>");
2893 manual_apply (op, flesh, 0); 2477 manual_apply (op, flesh, 0);
2478 }
2479
2480 // If player is still starving, alert him!
2481 if (op->stats.food < 0)
2482 op->failmsg ("You are starving! "
2483 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2484 }
2485
2486 if (op->stats.food < 0)
2894 } 2487 {
2895 } /* end if player is starving */ 2488 op->stats.hp += op->stats.food;
2489 op->stats.food = 0;
2896 2490
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2491 if (op->stats.hp < 0)
2898 op->stats.food++, op->stats.hp--; 2492 {
2493 op->contr->killer = archetype::get ("killer_starvation");
2494 op->contr->killer->destroy ();
2495 }
2496 }
2899 2497
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2498 /* killer should be set here already */
2499 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2500 kill_player (op);
2501 }
2902} 2502}
2903
2904
2905 2503
2906/* If the player should die (lack of hp, food, etc), we call this. 2504/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2505 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2506 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2507 * file.
2910 */ 2508 */
2911void 2509void
2912kill_player (object *op) 2510kill_player (object *op)
2913{ 2511{
2914 char buf[MAX_BUF];
2915 int x, y; 2512 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2513 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2514 int will_kill_again;
2926 archetype *at; 2515 archetype *at;
2927 object *tmp; 2516 object *tmp;
2928 2517
2929 if (save_life (op)) 2518 if (save_life (op))
2930 return; 2519 return;
2931 2520
2521 dynbuf_text deathtab;
2522
2523 /* restore player */
2524 at = archetype::find ("poisoning");
2525 if (object *tmp = present_arch_in_ob (at, op))
2526 {
2527 tmp->destroy ();
2528 deathtab << "Your body feels cleansed...\r";
2529 }
2530
2531 at = archetype::find ("confusion");
2532 if (object *tmp = present_arch_in_ob (at, op))
2533 {
2534 tmp->destroy ();
2535 deathtab << "Your mind feels clearer...\r";
2536 }
2537
2538 cure_disease (op, 0, 0); /* remove any disease */
2539
2540 max_it (op->stats.hp , op->stats.maxhp);
2541 max_it (op->stats.sp , op->stats.maxsp);
2542 max_it (op->stats.grace, op->stats.maxgrace);
2543
2544 if (op->stats.food <= 0)
2545 op->stats.food = 999;
2546
2547 // remove all spell effects that are active
2548 // to avoid long-term effects such as word-of-recall
2549 for (object *item = op->inv; item; )
2550 {
2551 object *next = item->below;
2552
2553 if (item->type == SPELL_EFFECT && item->active)
2554 item->destroy ();
2555
2556 item = next;
2557 }
2932 2558
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2559 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2560 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2561 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2562 */
2937 if (op_on_battleground (op, &x, &y)) 2563 if (op_on_battleground (op, &x, &y))
2938 { 2564 {
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2565 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941
2942 /* restore player */
2943 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op);
2945 if (tmp)
2946 {
2947 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 }
2950
2951 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op);
2953 if (tmp)
2954 {
2955 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 }
2958
2959 cure_disease (op, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0)
2962 op->stats.food = 999;
2963 2566
2964 /* create a bodypart-trophy to make the winner happy */ 2567 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2568 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2569 {
2968 sprintf (buf, "%s's finger", &op->name); 2570 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2571 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2572 tmp->msg = format (
2573 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2574 &op->name, op->contr->title,
2575 (int)op->level,
2576 op->contr->killer_name ()
2577 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2578 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2579 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2580 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2581 }
2979 2582
2980 /* teleport defeated player to new destination */ 2583 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2584 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2585 op->contr->braced = 0;
2586
2587 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2983 return; 2588 return;
2984 } 2589 }
2985 2590
2591 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2592 deathtab << "T<YOU HAVE DIED>\n\n";
2593
2986 INVOKE_PLAYER (DEATH, op->contr); 2594 INVOKE_PLAYER (DEATH, op->contr);
2987 2595
2988 command_kill_pets (op, 0); 2596 command_kill_pets (op, 0);
2989 2597
2990 if (op->stats.food < 0) 2598 op->contr->play_sound (sound_find ("player_dies"));
2599
2600 /* save the map location for corpse, gravestone */
2601 x = op->x;
2602 y = op->y;
2603 map = op->map;
2604
2605 /* NOT_PERMADEATH code. This basically brings the character back to
2606 * life if they are dead - it takes some exp and a random stat.
2607 * See the config.h file for a little more in depth detail about this.
2608 */
2609
2610 /* Basically two ways to go - remove a stat permanently, or just
2611 * make it depletion. This bunch of code deals with that aspect
2612 * of death.
2613 */
2614#ifndef COZY_SERVER
2615 if (settings.balanced_stat_loss)
2991 { 2616 {
2992 if (op->contr->explore) 2617 /* If stat loss is permanent, lose one stat only. */
2993 { 2618 /* Lower level chars don't lose as many stats because they suffer
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2619 more if they do. */
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2620 /* Higher level characters can afford things such as potions of
2996 op->stats.food = 999; 2621 restoration, or better, stat potions. So we slug them that
2997 return; 2622 little bit harder. */
2998 } 2623 /* GD */
2999 sprintf (buf, "%s starved to death.", &op->name); 2624 if (settings.stat_loss_on_death)
3000 strcpy (op->contr->killer, "starvation"); 2625 num_stats_lose = 1;
2626 else
2627 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2628 }
3002 else 2629 else
3003 { 2630 num_stats_lose = 1;
3004 if (op->contr->explore) 2631
3005 { 2632 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2633
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2634 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2635 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2636 i = rndm (NUM_STATS);
3014 2637
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2638 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2639 {
3044 else 2640 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2641 * what he lost.
2642 */
2643 change_attr_value (&(op->stats), i, -1);
2644 check_stat_bounds (&(op->stats));
2645 change_attr_value (&(op->contr->orig_stats), i, -1);
2646 check_stat_bounds (&(op->contr->orig_stats));
2647 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2648 lost_a_stat = 1;
3046 } 2649 }
3047 else 2650 else
3048 { 2651 {
3049 num_stats_lose = 1; 2652 /* deplete a stat */
3050 } 2653 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2654 object *dep;
3052 2655
3053 for (z = 0; z < num_stats_lose; z++) 2656 dep = present_arch_in_ob (deparch, op);
3054 { 2657 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2658 {
3059 /* Pick a random stat and take a point off it. Tell the player 2659 dep = arch_to_object (deparch);
3060 * what he lost. 2660 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2661 }
3069 else 2662 lose_this_stat = 1;
2663 if (settings.balanced_stat_loss)
3070 { 2664 {
3071 /* deplete a stat */ 2665 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2666 /* Get the stat that we're about to deplete. */
3073 object *dep; 2667 this_stat = get_attr_value (&(dep->stats), i);
3074 2668 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2669 {
3078 dep = arch_to_object (deparch); 2670 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2671 int keep_chance = this_stat * this_stat;
3080 } 2672
3081 lose_this_stat = 1; 2673 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2674 if (keep_chance < 1)
2675 keep_chance = 1;
2676
2677 /* There is a maximum depletion total per level. */
2678 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2679 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2680 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2681 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2682 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2683 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2684 else
3123 if (this_stat >= -50)
3124 { 2685 {
3125 change_attr_value (&(dep->stats), i, -1); 2686 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2687 lose_this_stat = 0;
2688 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2689 this_stat, keep_chance, loss_chance,
2690 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2691 }
3131 } 2692 }
3132 } 2693 }
2694
2695 if (lose_this_stat)
2696 {
2697 this_stat = get_attr_value (&dep->stats, i);
2698 /* We could try to do something clever like find another
2699 * stat to reduce if this fails. But chances are, if
2700 * stats have been depleted to -50, all are pretty low
2701 * and should be roughly the same, so it shouldn't make a
2702 * difference.
2703 */
2704 if (this_stat >= -50)
2705 {
2706 change_attr_value (&(dep->stats), i, -1);
2707 SET_FLAG (dep, FLAG_APPLIED);
2708 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2709 op->update_stats ();
2710 lost_a_stat = 1;
2711 }
3133 } 2712 }
2713 }
2714 }
2715
3134 /* If no stat lost, tell the player. */ 2716 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2717 if (!lost_a_stat)
3136 { 2718 {
3137 /* determine_god() seems to not work sometimes... why is this? 2719 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2720 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2721 shstr_tmp god = determine_god (op);
3140 2722
3141 if (god && (strcmp (god, "none"))) 2723 if (god != shstr_none)
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2724 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3143 else 2725 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2726 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3145 } 2727 }
3146#else 2728#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2729 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3148#endif 2730#endif
3149 2731
3150 /* Put a gravestone up where the character 'almost' died. List the 2732 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2733 * exp loss on the stone.
3152 */ 2734 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2735 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2736 tmp->name = format ("%s's gravestone", &op->name);
3155 tmp->name = buf; 2737 tmp->name_pl = format ("%s's gravestones", &op->name);
3156 sprintf (buf, "%s's gravestones", &op->name); 2738 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3157 tmp->name_pl = buf; 2739 &op->name, op->contr->title, op->contr->killer_name ());
3158 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);
3159 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2742
3163 /**************************************/ 2743 /**************************************/
3164 /* */ 2744 /* */
3165 /* Subtract the experience points, */ 2745 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */
3168 /* */ 2746 /* */
3169 /**************************************/ 2747 /**************************************/
3170 2748
3171 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */
3173 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op);
3175
3176 if (tmp)
3177 {
3178 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 }
3181
3182 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op);
3184 if (tmp)
3185 {
3186 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 }
3189
3190 cure_disease (op, 0); /* remove any disease */
3191
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2749 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2750 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2751
3200 /* 2752 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2753 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2754 * and put them back in the map.
3203 * in the map. 2755 */
3204 */ 2756 op->drop_unpaid_items ();
3205 2757
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2758 /****************************************/
3210 /* */ 2759 /* */
3211 /* Move player to his current respawn- */ 2760 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2761 /* position (usually last savebed) */
3213 /* */ 2762 /* */
3214 /****************************************/ 2763 /****************************************/
3215 2764
3216 enter_player_savebed (op); 2765 enter_player_savebed (op);
3217 2766
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2767 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2768
3224 /* it is possible that the player has blown something up 2769 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2770 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2771 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2772 * on the space that might harm the player.
3228 */ 2773 */
3229 will_kill_again = 0; 2774 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2775 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2776 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2777 will_kill_again |= tmp->attacktype;
3233 2778
3234 if (will_kill_again) 2779 if (will_kill_again)
3235 { 2780 {
3236 object *force; 2781 object *force;
3237 int at; 2782 int at;
3238 2783
3239 force = get_archetype (FORCE_NAME); 2784 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2785 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2786 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2787 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2788 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2789 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2790 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2791 force->resist[at] = 100;
3247 2792
3248 insert_ob_in_ob (force, op); 2793 insert_ob_in_ob (force, op);
3249 fix_player (op); 2794 op->update_stats ();
3250
3251 }
3252
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 { 2795 }
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261 2796
3262 op->contr->party = NULL; 2797 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2798}
3322
3323 2799
3324void 2800void
3325loot_object (object *op) 2801loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2802{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2803 object *tmp, *tmp2, *next;
3328 2804
3329 if (op->container) 2805 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2806
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2807 for (tmp = op->inv; tmp; tmp = next)
3335 { 2808 {
3336 next = tmp->below; 2809 next = tmp->below;
2810
3337 if (tmp->invisible) 2811 if (tmp->invisible)
3338 continue; 2812 continue;
2813
3339 tmp->remove (); 2814 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2815 tmp->x = op->x, tmp->y = op->y;
2816
3341 if (tmp->type == CONTAINER) 2817 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2818 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2819
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2820 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2821 {
3347 if (tmp->nrof > 1) 2822 if (tmp->nrof > 1)
3348 { 2823 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2824 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2825 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2826 }
3353 else 2827 else
3354 tmp->destroy (); 2828 tmp->destroy ();
3355 } 2829 }
3361/* 2835/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2836 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2837 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2838 * was changed.
3365 */ 2839 */
3366
3367void 2840void
3368fix_weight (void) 2841fix_weight (void)
3369{ 2842{
3370 player *pl; 2843 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2844 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2845 sint32 old = pl->ob->carrying;
3375 2846
3376 if (old == sum) 2847 pl->ob->update_weight ();
3377 continue; 2848
3378 fix_player (pl->ob); 2849 if (old != pl->ob->carrying)
2850 {
2851 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2852 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2853 }
3380 } 2854 }
3381} 2855}
3382 2856
3383void 2857void
3384fix_luck (void) 2858fix_luck (void)
3385{ 2859{
3386 player *pl; 2860 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2861 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2862 pl->ob->change_luck (0);
3391} 2863}
3392
3393 2864
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2865/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2866 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2867 * just treat this as any other spell casting object.
3397 */ 2868 */
3398
3399void 2869void
3400cast_dust (object *op, object *throw_ob, int dir) 2870cast_dust (object *op, object *throw_ob, int dir)
3401{ 2871{
3402 object *skop, *spob; 2872 object *skop, *spob;
3403 2873
3430} 2900}
3431 2901
3432void 2902void
3433make_visible (object *op) 2903make_visible (object *op)
3434{ 2904{
3435 op->hide = 0; 2905 op->flag [FLAG_HIDDEN] = 0;
3436 op->invisible = 0; 2906 op->invisible = 0;
2907
3437 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3438 { 2909 {
3439 op->contr->tmp_invis = 0; 2910 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 2911 op->contr->invis_race = 0;
3441 } 2912 }
2913
3442 update_object (op, UP_OBJ_FACE); 2914 update_object (op, UP_OBJ_CHANGE);
3443} 2915}
3444 2916
3445int 2917int
3446is_true_undead (object *op) 2918is_true_undead (object *op)
3447{ 2919{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2920 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 2921 return 1;
3452 2922
3453 return 0; 2923 return 0;
3454} 2924}
3455 2925
3456/* look at the surrounding terrain to determine 2926/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 2927 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 2928 * indicate greater hideability.
3459 */ 2929 */
3460
3461int 2930int
3462hideability (object *ob) 2931hideability (object *ob)
3463{ 2932{
3464 int i, level = 0, mflag; 2933 int i, level = 0, mflag;
3465 sint16 x, y; 2934 sint16 x, y;
3466 2935
3467 if (!ob || !ob->map) 2936 if (!ob || !ob->map)
3468 return 0; 2937 return 0;
3469 2938
3470 /* so, on normal lighted maps, its hard to hide */ 2939 /* so, on normal lighted maps, its hard to hide */
3471 level = ob->map->darkness - 2; 2940 level = ob->map->darklevel () - 2;
3472 2941
3473 /* this also picks up whether the object is glowing. 2942 /* this also picks up whether the object is glowing.
3474 * If you carry a light on a non-dark map, its not 2943 * If you carry a light on a non-dark map, its not
3475 * as bad as carrying a light on a pitch dark map */ 2944 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 2945 if (ob->has_carried_lights ())
3477 level = -(10 + (2 * ob->map->darkness)); 2946 level = -(10 + (2 * ob->map->darklevel ()));
3478 2947
3479 /* scan through all nearby squares for terrain to hide in */ 2948 /* scan through all nearby squares for terrain to hide in */
3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2949 for (i = 0, x = ob->x, y = ob->y;
2950 i <= SIZEOFFREE1;
2951 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 2952 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2953 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 2954 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 2955 continue;
3486 } 2956
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2957 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 2958 level += 2;
3489 else /* open terrain! */ 2959 else /* open terrain! */
3490 level -= 1; 2960 level -= 1;
3491 } 2961 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 2969/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 2970 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 2971 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 2972 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 2973 */
3504
3505void 2974void
3506do_hidden_move (object *op) 2975do_hidden_move (object *op)
3507{ 2976{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2977 int hide = 0;
3509 object *skop;
3510 2978
3511 if (!op || !op->map) 2979 if (!op || !op->map)
3512 return; 2980 return;
3513 2981
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2982 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2983 int num = random_roll (0, 19, op, PREFER_LOW);
3515 2984
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 2985 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 2986 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 2987 if (!skop || num >= skop->level)
3520 { 2988 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2989 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 2990 make_visible (op);
3523 return; 2991 return;
3524 } 2992 }
3525 else 2993 else
3526 num += 20; 2994 num += 20;
3527 } 2995
3528 num += op->map->difficulty; 2996 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 2997 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 2998 num -= hide;
2999
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3000 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3001 {
3533 make_visible (op); 3002 make_visible (op);
3003
3534 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3005 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3006 }
3537 else if (op->type == PLAYER && skop) 3007 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3008 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3009}
3542 3010
3543/* determine if who is standing near a hostile creature. */ 3011/* determine if who is standing near a hostile creature. */
3544 3012
3545int 3013int
3593 * object op. This function works fine for monsters, 3061 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3062 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3063 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3064 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3065 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3066 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3067 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3068 * imply the way your head, or body is facing? It's possible
3601 * for them to differ. Sigh, this fctn could get a bit more complex. 3069 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3070 * -b.t.
3603 * This function is now map tiling safe. 3071 * This function is now map tiling safe.
3604 */ 3072 */
3605
3606int 3073int
3607player_can_view (object *pl, object *op) 3074player_can_view (object *pl, object *op)
3608{ 3075{
3609 rv_vector rv; 3076 rv_vector rv;
3610 int dx, dy; 3077 int dx, dy;
3612 if (pl->type != PLAYER) 3079 if (pl->type != PLAYER)
3613 { 3080 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3081 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3082 return -1;
3616 } 3083 }
3084
3617 if (!pl || !op) 3085 if (!pl || !op)
3618 return 0; 3086 return 0;
3619 3087
3620 if (op->head)
3621 {
3622 op = op->head; 3088 op = op->head_ ();
3623 } 3089
3624 get_rangevector (pl, op, &rv, 0x1); 3090 get_rangevector (pl, op, &rv, 0x1);
3625 3091
3626 /* starting with the 'head' part, lets loop 3092 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3093 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3094 * part that is in the los array but isn't on
3629 * a blocked los square. 3095 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3096 * we use the archetype to figure out offsets.
3631 */ 3097 */
3632 while (op) 3098 while (op)
3633 { 3099 {
3634 dx = rv.distance_x + op->arch->clone.x; 3100 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3101 dy = rv.distance_y + op->arch->y;
3636 3102
3637 /* only the viewable area the player sees is updated by LOS 3103 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 return 1; 3104 return 1;
3105
3645 op = op->more; 3106 op = op->more;
3646 } 3107 }
3108
3647 return 0; 3109 return 0;
3648} 3110}
3649 3111
3650/* routine for both players and monsters. We call this when 3112/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3113 * there is a possibility for our action distrubing our hiding
3652 * place or invisiblity spell. Artefact invisiblity is not 3114 * place or invisiblity spell. Artefact invisiblity causes
3653 * effected by this. If we arent invisible to begin with, we 3115 * "noise" instead. If we arent invisible to begin with, we
3654 * return 0. 3116 * return 0.
3655 */ 3117 */
3656int 3118int
3657action_makes_visible (object *op) 3119action_makes_visible (object *op)
3658{ 3120{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3121 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3122 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3123 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3124 {
3125 // artefact invisibility is permanent, but we still make noise
3126 // this is important for game-balance.
3127 if (op->contr)
3128 op->make_noise ();
3129
3663 return 0; 3130 return 0;
3131 }
3664 3132
3665 if (op->contr && op->contr->tmp_invis == 0) 3133 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0; 3134 return 0;
3667 3135
3668 /* If monsters, they should become visible */ 3136 /* If monsters, they should become visible */
3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3137 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3670 { 3138 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3139 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3672 return 1; 3140 return 1;
3673 } 3141 }
3674 } 3142 }
3143
3675 return 0; 3144 return 0;
3676} 3145}
3677 3146
3678/* op_on_battleground - checks if the given object op (usually 3147/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3148 * a player) is standing on a valid battleground-tile,
3684 * Default is to do the same as before, so only people wanting to have different points need worry about this 3153 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3154 */
3686int 3155int
3687op_on_battleground (object *op, int *x, int *y) 3156op_on_battleground (object *op, int *x, int *y)
3688{ 3157{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3158 /* A battleground-tile needs the following attributes to be valid:
3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3159 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3160 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3161 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3162 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3163 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3164 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3165 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3166 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3167 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3168 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3169 && tmp->type == BATTLEGROUND
3170 && tmp->name == shstr_battleground
3171 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3172 {
3704 /*before we assign the exit, check if this is a teambattle */ 3173 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3174 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3175 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3176 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3177 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3178 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3179 {
3713 if (x != NULL && y != NULL) 3180 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3181 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3182
3715 return 1; 3183 return 1;
3716 } 3184 }
3717 } 3185 }
3718 } 3186 }
3187
3719 if (x != NULL && y != NULL) 3188 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3189 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3190
3721 return 1; 3191 return 1;
3722 } 3192 }
3723 } 3193 }
3724 } 3194 }
3195
3725 /* If we got here, did not find a battleground */ 3196 /* If we got here, did not find a battleground */
3726 return 0; 3197 return 0;
3727} 3198}
3728 3199
3729/* 3200/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3216 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3217 int i = 0, j = 0;
3747 3218
3748 /* get the appropriate treasurelist */ 3219 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3220 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3221 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3222 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3223 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3224 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3225 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3226 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3227 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3228
3758 if (trlist == NULL || who->type != PLAYER) 3229 if (trlist == NULL || who->type != PLAYER)
3759 return; 3230 return;
3760 3231
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3232 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3233
3763 if (tr == NULL || tr->item == NULL) 3234 if (!tr || !tr->item)
3764 { 3235 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3236 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3237 return;
3767 } 3238 }
3768 3239
3769 /* everything seems okay - now bring on the gift: */ 3240 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3241 item = tr->item;
3771 3242
3772 if (item->type == SPELL) 3243 if (item->type == SPELL)
3773 { 3244 {
3774 if (check_spell_known (who, item->name)) 3245 if (check_spell_known (who, item->name))
3775 return; 3246 return;
3834 { 3305 {
3835 /* forces in the treasurelist can alter the player's stats */ 3306 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3307 object *skin;
3837 3308
3838 /* first get the dragon skin force */ 3309 /* first get the dragon skin force */
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3310 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3311 ;
3312
3840 if (skin == NULL) 3313 if (!skin)
3841 return; 3314 return;
3842 3315
3843 /* adding new spellpath attunements */ 3316 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3317 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3318 {
3877 else 3350 else
3878 { 3351 {
3879 /* generate misc. treasure */ 3352 /* generate misc. treasure */
3880 tmp = arch_to_object (tr->item); 3353 tmp = arch_to_object (tr->item);
3881 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3354 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3882 tmp = insert_ob_in_ob (tmp, who); 3355 who->insert (tmp);
3883 if (who->type == PLAYER)
3884 esrv_send_item (who, tmp);
3885 } 3356 }
3886} 3357}
3887 3358
3888/** 3359/**
3889 * Unready an object for a player. This function does nothing if the object was 3360 * Unready an object for a player. This function does nothing if the object was
3890 * not readied. 3361 * not readied.
3891 */ 3362 */
3892void 3363void
3893player_unready_range_ob (player *pl, object *ob) 3364player_unready_range_ob (player *pl, object *ob)
3894{ 3365{
3895 rangetype i; 3366 if (pl->ob->current_weapon == ob)
3367 pl->ob->current_weapon = 0;
3896 3368
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3369 if (pl->combat_ob == ob)
3898 { 3370 pl->combat_ob = 0;
3371
3899 if (pl->ranges[i] == ob) 3372 if (pl->ranged_ob == ob)
3900 { 3373 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3374}
3375
3376sint8
3377player::darkness_at (maptile *map, int x, int y) const
3378{
3379 if (!ns)
3380 return LOS_BLOCKED;
3381
3382 int dx, dy;
3383 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3384 return LOS_BLOCKED;
3385
3386 x += dx - ns->current_x;
3387 y += dy - ns->current_y;
3388
3389 return blocked_los (x, y);
3390}
3391
3392void
3393player::infobox (const char *title, const char *msg, int color)
3394{
3395 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3396}
3397
3398void
3399player::statusmsg (const char *msg, int color)
3400{
3401 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3402}
3403
3404void
3405player::failmsg (const char *msg, int color)
3406{
3407 play_sound (sound_find ("generic_failure"));
3408 statusmsg (msg, color);
3409}
3410

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