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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 1.261 by root, Sat Apr 3 02:46:19 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->socket = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 62
333 get_name (p->ob); 63void
334 64player::deactivate ()
65{
66 if (!active)
335 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
189 if (ns)
190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
193
194 INVOKE_PLAYER (DISCONNECT, this);
195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
242 /* There are some elements we want initialised to non zero value -
243 * we deal with that below this point.
244 */
245 outputs_sync = 4;
246 outputs_count = 4;
247 unapply = unapply_nochoice;
248
249 savebed_map = first_map_path; /* Init. respawn position */
250
251 gen_sp_armour = 10;
252 bowtype = bow_normal;
253 petmode = pet_normal;
254 usekeys = containers;
255 peaceful = 1; /* default peaceful */
256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
260}
261
262void
263player::do_destroy ()
264{
265 disconnect ();
266
267 attachable::do_destroy ();
268
269 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy ();
273 }
274
275 ob = observe = viewpoint = 0;
276}
277
278player::~player ()
279{
280 /* Clear item stack */
281 free (stack_items);
336} 282}
337 283
338/* 284/*
339 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
342 */ 288 */
343archetype * 289static archetype *
344get_player_archetype (archetype *at) 290get_player_archetype (archetype *at)
345{ 291{
346 archetype *start = at; 292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
347 299
348 for (;;) 300 for (;;)
349 { 301 {
350 if (at == NULL || at->next == NULL) 302 if (++i == archetypes.end ())
351 at = first_archetype; 303 i = archetypes.begin ();
352 else 304 else if (*i == at)
353 at = at->next; 305 cleanup ("not a single player archetype found");
354 306
355 if (at->clone.type == PLAYER) 307 if ((*i)->type == PLAYER)
356 return at; 308 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 309 }
310}
311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
364} 330}
365 331
366object * 332object *
367get_nearest_player (object *mon) 333get_nearest_player (object *mon)
368{ 334{
369 object *op = NULL; 335 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 336 objectlink *ol;
372 unsigned lastdist; 337 unsigned lastdist;
373 rv_vector rv; 338 rv_vector rv;
374 339
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 343 continue;
405 344
406 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
407 { 346 {
408 op = ol->ob; 347 op = ol->ob;
409 lastdist = rv.distance; 348 lastdist = rv.distance;
410 } 349 }
411 } 350 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 351
413 { 352 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 353 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 354 if (lastdist > rv.distance)
418 { 355 {
419 op = pl->ob; 356 op = pl->ob;
420 lastdist = rv.distance; 357 lastdist = rv.distance;
421 } 358 }
422 } 359
423 }
424#if 0 360#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 362#endif
427 return op; 363 return op;
428} 364}
446 * circling behaviour. Unfortunately, this function is also used to determined 382 * 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 383 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 384 * is probably not a good thing.
449 */ 385 */
450#define MAX_SPACES 50 386#define MAX_SPACES 50
451
452 387
453/* 388/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * 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 390 * 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 391 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 422 x = mon->x;
488 y = mon->y; 423 y = mon->y;
489 m = mon->map; 424 m = mon->map;
490 dir = rv.direction; 425 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
493 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 430 if (diff > max)
495 return 0; 431 return 0;
432
496 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
497 { 434 {
498 lastx = x; 435 lastx = x;
499 lasty = y; 436 lasty = y;
500 lastmap = m; 437 lastmap = m;
582 max--; 519 max--;
583 lastdir = dir; 520 lastdir = dir;
584 if (!firstdir) 521 if (!firstdir)
585 firstdir = dir; 522 firstdir = dir;
586 } 523 }
524
587 if (diff <= 1) 525 if (diff <= 1)
588 { 526 {
589 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 528 * headed toward player for entire distance.
591 */ 529 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 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); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 532 }
533
595 if (diff > max) 534 if (diff > max)
596 return 0; 535 return 0;
597 } 536 }
537
598 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
599 if (!max) 539 if (!max)
600 return 0; 540 return 0;
601 541
602 return firstdir; 542 return firstdir;
603} 543}
604 544
605void 545void
606give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
607{ 547{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 548 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 550
613 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
614 { 552 {
615 next = op->below; 553 next = op->below;
616 554
617 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
623 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 562 * by this player due to race restrictions
625 */ 563 */
626 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
627 { 565 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
629 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 { 573 {
634 op->destroy (); 574 op->destroy ();
635 continue; 575 continue;
636 } 576 }
637 } 577 }
638 578
639 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
640 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
641 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */ 582 */
645 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
646 { 584 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 { 587 {
655 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
657 continue; 591 break;
658 } 592 }
659 593
660 if (op->nrof > 1) 594 if (op->nrof > 1)
661 op->nrof = 1; 595 op->nrof = 1;
662 } 596 }
663 597
664 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 600
669 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
671 * merged properly. 603 * merged properly.
672 */ 604 */
673 if (need_identify (op)) 605 if (need_identify (op))
674 { 606 {
675 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 610 }
611
679 if (op->type == SPELL) 612 if (op->type == SPELL)
680 { 613 {
681 op->destroy (); 614 op->destroy ();
682 continue; 615 continue;
683 } 616 }
685 { 618 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 620 op->stats.exp = 0;
688 op->level = 1; 621 op->level = 1;
689 } 622 }
690 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
694 626
695 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
696 link_player_skills (pl); 628 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} 629}
782 630
783void 631void
784get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
785{ 633{
786 if (party == NULL) 634 if (party == NULL)
787 { 635 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 637 return;
790 } 638 }
639
791 op->contr->write_buf[0] = '\0'; 640 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 644}
796
797 645
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 647static int
800roll_stat (void) 648roll_stat ()
801{ 649{
802 int a[4], i, j, k; 650 int a[4], i, j, k;
803 651
804 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
806 654
807 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 656 if (a[i] < k)
809 k = a[i], j = i; 657 k = a[i], j = i;
810 658
811 for (i = 0, k = 0; i < 4; i++) 659 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 660 if (i != j)
814 k += a[i]; 661 k += a[i];
815 } 662
816 return k; 663 return k;
817} 664}
818 665
819void 666void
820roll_stats (object *op) 667object::roll_stats ()
821{ 668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
822 int sum = 0; 673 int sum = 0;
823 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
825 676
826 do 677 if (sum >= 82 && sum <= 116)
678 break;
827 { 679 }
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);
838 680
839 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 682 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;
847 683
848 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
849 do 685 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);
864 686
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; 687 stats.exp = 0;
884 op->stats.ac = 0; 688 stats.ac = 0;
885 689
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; 690 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 691 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
696 contr->levhp[1] = 9;
697 contr->levsp[1] = 6;
698 contr->levgrace[1] = 3;
699
894 op->contr->orig_stats = op->stats; 700 contr->orig_stats = stats;
701 }
895} 702}
896 703
897void 704void
898Roll_Again (object *op) 705object::swap_stats (int a, int b)
899{ 706{
900 esrv_new_player (op->contr, 0); 707 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}
904 708
905void 709 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
720 stats.hp = stats.maxhp;
721 stats.sp = stats.maxsp;
722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
730 contr->orig_stats = stats;
731 }
732}
733
734static void
735start_info (object *op)
907{ 736{
908 signed char tmp;
909 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
910 738
911 if (op->contr->Swap_First == -1) 739 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); 740 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} 741}
1026 742
1027/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
1031 * not the class. 747 * not the class.
1032 */ 748 */
1033 749void
1034int 750player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 751{
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 */ 752 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
1051 754
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1053 if (tl) 756 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
1055 758
1056 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
1058 761
1059 op->contr->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
1060 763
1061 if (op->msg) 764 if (ob->msg)
1062 op->msg = NULL; 765 ob->msg = 0;
1063 766
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); 767 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op);
1077 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
1078 fix_player (op); 771 ob->update_stats ();
1079 772
1080 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1081 * is one for this race 774 * is one for this race
1082 */ 775 */
1083 if (*first_map_ext_path) 776 if (*first_map_ext_path)
1084 { 777 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 778 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
1100 781
1101 return 0; 782void
1102 } 783player::chargen_race_next ()
1103 784{
1104 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1106 */ 787 */
1107 788
1108 tmp_loop = 0; 789 do
1109 while (!tmp_loop)
1110 { 790 {
1111 shstr name = op->name; 791 shstr name = ob->name;
1112 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1113 793
1114 remove_statbonus (op); 794 ob->remove_statbonus ();
1115 op->remove (); 795 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
1118 op->instantiate (); 798 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
1121 op->x = x; 801 ob->x = x;
1122 op->y = y; 802 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 806 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 807 }
808 while (!allowed_class (ob));
1129 809
1130 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 812 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 815 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} 816}
1143 817
1144int 818static void
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}
1192
1193void
1194flee_player (object *op) 819flee_player (object *op)
1195{ 820{
1196 int dir, diff; 821 int dir, diff;
1197 rv_vector rv; 822 rv_vector rv;
1198 823
1201 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1202 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1203 return; 828 return;
1204 } 829 }
1205 830
1206 if (op->enemy == NULL) 831 if (!op->enemy)
1207 { 832 {
1208 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1209 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1210 return; 835 return;
1211 } 836 }
1212 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 { 839 {
1226 op->enemy = NULL; 840 op->enemy = NULL;
1227 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1228 return; 842 return;
1231 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1232 846
1233 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1234 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1235 { 849 {
1236 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1237 851
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1239 return; 853 return;
1240 } 854 }
1241 855
1242 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 858 op->enemy = NULL;
1245} 859}
1246 860
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 862 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 863 * stop.
1251 */ 864 */
1252int 865int
1253check_pick (object *op) 866check_pick (object *op)
1254{ 867{
1255 object *tmp, *next; 868 object *tmp, *next;
1256 int stop = 0; 869 int stop = 0;
1257 int j, k, wvratio; 870 int wvratio;
1258 char putstring[128], tmpstr[16];
1259 871
1260 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1262 return 1; 874 return 1;
1263 875
1264 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1265 880
1266 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 882 * destroyed */
1268 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1269 { 884 {
1270 tmp = next; 885 tmp = next;
1271 next = tmp->below; 886 next = tmp->below;
1272 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1273 if (op->destroyed ()) 894 if (op->destroyed ())
1274 return 0; 895 return 0;
1275 896
1276 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1277 continue; 898 continue;
1278 899
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 901 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1283 continue; 905 continue;
1284 } 906 }
1285 907
1286 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1287 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1288 { 970 {
1289 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1290 { 1034 {
1291 case 0: 1035 CHK_PICK_PICKUP;
1292 return 1; /* don't pick up */ 1036 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 } 1037 }
1324 } 1038 }
1325 else 1039
1326 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1327 /* NEW pickup handling */
1328 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1329 { 1046 {
1330 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1404 1050
1405 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1407 continue; 1056 continue;
1057 }
1408 1058
1409 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1410 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1411 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1412 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1413 { 1130 {
1414 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1415 continue; 1132 continue;
1416 } 1133 }
1134 }
1417 1135
1136 /* misc stuff that's useful */
1418 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1420 { 1139 {
1421 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1422 continue; 1141 continue;
1423 } 1142 }
1424 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1425 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1426 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1427 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 if (op->contr->mode & PU_VALUABLES)
1471 { 1154 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1473 { 1158 {
1474 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1475 continue;
1476 } 1160 }
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 1161 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1614#endif 1165#endif
1166 CHK_PICK_PICKUP;
1615 continue; 1167 continue;
1616 }
1617 } 1168 }
1618 } /* the new pickup model */ 1169 } /* the new pickup model */
1619 } 1170 }
1620 1171
1621 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1622} 1208}
1623 1209
1624/* 1210/*
1625 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1626 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1627 * found object is returned. 1213 * found object is returned.
1628 */ 1214 */
1629object * 1215static object *
1630find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1631{ 1217{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1638 return op; 1227 return arrow;
1228 }
1229
1639 return tmp; 1230 return 0;
1640} 1231}
1641 1232
1642/* 1233/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1238 */
1648 1239static object *
1649object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1651{ 1241{
1652 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1654 1244
1655 if (!type) 1245 if (!type)
1659 { 1249 {
1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661 { 1251 {
1662 i = 0; 1252 i = 0;
1663 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1664 if (i > betterby) 1255 if (i > betterby)
1665 { 1256 {
1666 tmp = ntmp; 1257 tmp = ntmp;
1667 betterby = i; 1258 betterby = i;
1668 } 1259 }
1669 } 1260 }
1670 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1671 { 1262 {
1672 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1674 { 1265 {
1675 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1676 { 1267 {
1677 *better = 100; 1268 *better = 100;
1678 return arrow; 1269 return arrow;
1686 else 1277 else
1687 { 1278 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1280 {
1690 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1284 {
1694 tmp = arrow; 1285 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1287 }
1697 } 1288 }
1289
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1291 {
1700 tmp = arrow; 1292 tmp = arrow;
1701 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1702 } 1294 }
1295
1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1704 { 1297 {
1705 tmp = arrow; 1298 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 } 1300 }
1708 } 1301 }
1709 } 1302 }
1710 } 1303 }
1304
1711 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1712 return find_arrow (op, type); 1306 return find_arrow (op, type);
1713 1307
1714 *better = betterby; 1308 *better = betterby;
1715 return tmp; 1309 return tmp;
1719 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1314 * op = the shooter
1721 * type = bow->race 1315 * type = bow->race
1722 * dir = fire direction 1316 * dir = fire direction
1723 */ 1317 */
1724 1318static object *
1725object *
1726pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1727{ 1320{
1728 object *tmp = NULL; 1321 object *tmp = NULL;
1729 maptile *m; 1322 maptile *m;
1730 int i, mflags, found, number; 1323 int i, mflags, found, number;
1731 sint16 x, y; 1324 sint16 x, y;
1746 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1747 { 1340 {
1748 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1749 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1750 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 { 1346 {
1753 tmp = NULL; 1347 tmp = 0;
1754 break; 1348 break;
1755 } 1349 }
1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 { 1351 {
1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1760 */ 1354 */
1761 tmp = NULL; 1355 tmp = 0;
1762 break; 1356 break;
1763 } 1357 }
1358
1764 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1765 {
1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1768 {
1769 found++;
1770 break;
1771 }
1772 if (found)
1773 break; 1362 break;
1774 }
1775 } 1363 }
1776 if (tmp == NULL) 1364
1365 if (!tmp)
1777 return find_arrow (op, type); 1366 return find_arrow (op, type);
1778 1367
1779 if (tmp->head) 1368 if (tmp->head)
1780 tmp = tmp->head; 1369 tmp = tmp->head;
1781 1370
1794 */ 1383 */
1795int 1384int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1386{
1798 object *left, *bow; 1387 object *left, *bow;
1799 int bowspeed, mflags; 1388 int mflags;
1800 maptile *m; 1389 maptile *m;
1801 1390
1802 if (!dir) 1391 if (!dir)
1803 { 1392 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1394 return 0;
1806 } 1395 }
1807 1396
1808 if (op->type == PLAYER) 1397 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1810 else 1399 else
1811 { 1400 {
1812 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1408 if (!bow)
1820 { 1409 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1411 return 0;
1823 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1824 } 1416 }
1825 1417
1826 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1827 { 1419 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1421 return 0;
1830 } 1422 }
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 1423
1841 if (arrow == NULL) 1424 if (arrow == NULL)
1842 { 1425 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1427 {
1845 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1431 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1850 return 0; 1434 return 0;
1851 } 1435 }
1852 } 1436 }
1853 1437
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1862 } 1446 }
1863 1447
1864 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1865 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1866 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1867 arrow->destroy (); 1452 arrow->destroy ();
1868 return 0; 1453 return 0;
1869 } 1454 }
1870 1455
1871 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1873 if (!arrow) 1458 if (!arrow)
1874 { 1459 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1461 return 0;
1877 } 1462 }
1878 1463
1879 arrow->set_owner (op); 1464 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1466 arrow->direction = dir;
1883 arrow->x = sx; 1467
1884 arrow->y = sy; 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1498
1886 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1887 { 1500 {
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; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1921 } 1508 }
1922 else 1509 else
1923 { 1510 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1511 arrow->level = op->level;
1926 } 1512 arrow->stats.wc -= bow->magic;
1927 1513
1928 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1929 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1930 1519
1931 if (bow->slaying) 1520 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1522
1934 arrow->map = m; 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1526
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1528 m->insert (arrow, sx, sy, op);
1940 1529
1941 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1531 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 1532
1952 return 1; 1533 return 1;
1953} 1534}
1954 1535
1955/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1957 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1958 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1959 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1960 * hence the function name. 1541 * hence the function name.
1961 */ 1542 */
1962int 1543static int
1963player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1964{ 1545{
1965 int ret = 0, wcmod = 0; 1546 int ret;
1966 1547
1967 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1968 { 1549 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1551 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1553 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1556 }
1977 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1978 { 1558 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 } 1562 }
1983 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1564 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1568 }
1990 else 1569 else
1991 { 1570 {
1992 /* Simple case */ 1571 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1573 }
1574
1995 return ret; 1575 return ret;
1996} 1576}
1997
1998 1577
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
2001 */ 1580 */
2002void 1581static void
2003fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
2004{ 1583{
2005 object *item; 1584 object *item = op->contr->ranged_ob;
2006 1585
2007 if (!op->contr->ranges[range_misc]) 1586 if (!item)
2008 { 1587 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1589 return;
2011 } 1590 }
2012 1591
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1592 if (!item->inv)
2015 { 1593 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1595 return;
2018 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
2019 if (item->type == WAND) 1601 if (item->type == WAND)
2020 { 1602 {
2021 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
2022 { 1604 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
2025 return; 1608 return;
2026 } 1609 }
2027 } 1610 }
2028 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2029 { 1612 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2031 { 1618 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
2033 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1623 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
2037 return; 1626 return;
2038 } 1627 }
2039 } 1628 }
2040 1629
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
2042 { 1631 {
2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
2044 if (item->type == WAND) 1634 if (item->type == WAND)
2045 { 1635 {
2046 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
2047 { 1637 {
2048 object *tmp; 1638 object *tmp;
2049 1639
2050 if (item->arch) 1640 if (item->arch)
2051 { 1641 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
2054 item->speed = 0; 1644 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1645 }
2057 if ((tmp = item->in_player ())) 1646
1647 if (object *pl = item->visible_to ())
2058 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
2059 } 1649 }
2060 } 1650 }
2061 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1652 drain_rod_charge (item);
2064 }
2065 } 1653 }
2066} 1654}
2067 1655
2068/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
2069 */ 1657 */
2070void 1658bool
2071fire (object *op, int dir) 1659fire (object *op, int dir)
2072{ 1660{
2073 int spellcost = 0; 1661 int spellcost = 0;
1662
1663 player *pl = op->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (op->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (op->speed_left > 0.f)
1677 --op->speed_left;
1678 else
1679 return false;
1680
1681 if (!op->apply (ob))
1682 return false;
2074 1683
2075 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1685 if (action_makes_visible (op))
2077 make_visible (op); 1686 make_visible (op);
2078 1687
2079 switch (op->contr->shoottype) 1688 switch (ob->type)
2080 { 1689 {
2081 case range_none: 1690 case BOW:
2082 return;
2083
2084 case range_bow:
2085 player_fire_bow (op, dir); 1691 player_fire_bow (op, dir);
2086 return; 1692 break;
2087 1693
2088 case range_magic: /* Casting spells */ 1694 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2090 return; 1696 break;
2091 1697
2092 case range_misc: 1698 case BUILDER:
1699 apply_map_builder (op, dir);
1700 break;
1701
1702 case SKILL:
1703 do_skill (op, op, ob, dir, 0);
1704 break;
1705
1706 default:
2093 fire_misc_object (op, dir); 1707 fire_misc_object (op, dir);
2094 return; 1708 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 } 1709 }
2122}
2123 1710
1711 return true;
1712}
2124 1713
2125 1714static object *
2126/* find_key
2127 * 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
2129 * This function merges both normal and locked door, since the logic
2130 * for both is the same - just the specific key is different.
2131 * pl is the player,
2132 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers.
2135 */
2136
2137object *
2138find_key (object *pl, object *container, object *door) 1715find_key_ (object *pl, object *container, object *door)
2139{ 1716{
2140 object *tmp, *key; 1717 object *tmp, *key;
2141 1718
2142 /* Should not happen, but sanity checking is never bad */ 1719 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1720 if (!container->inv)
2144 return NULL; 1721 return 0;
2145 1722
2146 /* First, lets try to find a key in the top level inventory */ 1723 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1724 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1725 {
2149 if (door->type == DOOR && tmp->type == KEY) 1726 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1727 break;
1728
2151 /* For sanity, we should really check door type, but other stuff 1729 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1730 * (like containers) can be locked with special keys
2153 */ 1731 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1732 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1733 break;
2156 } 1734 }
1735
2157 /* No key found - lets search inventories now */ 1736 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1737 /* 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 1738 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1739 * a key, return
2161 */ 1740 */
2162 if (!tmp) 1741 if (!tmp)
2163 { 1742 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1743 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 {
2166 /* No reason to search empty containers */ 1744 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1745 if (tmp->type == CONTAINER && tmp->inv)
2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1746 if ((key = find_key_ (pl, tmp, door)))
2170 return key; 1747 return key;
2171 } 1748
2172 }
2173 if (!tmp) 1749 if (!tmp)
2174 return NULL; 1750 return 0;
2175 } 1751 }
1752
2176 /* We get down here if we have found a key. Now if its in a container, 1753 /* 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 1754 * see if we actually want to use it
2178 */ 1755 */
2179 if (pl != container) 1756 if (pl != container)
2180 { 1757 {
2181 /* Only let players use keys in containers */ 1758 /* Only let players use keys in containers */
2182 if (!pl->contr) 1759 if (!pl->contr)
2183 return NULL; 1760 return 0;
1761
2184 /* cases where this fails: 1762 /* cases where this fails:
2185 * If we only search the player inventory, return now since we 1763 * If we only search the player inventory, return now since we
2186 * are not in the players inventory. 1764 * are not in the players inventory.
2187 * If the container is not active, return now since only active 1765 * If the container is not active, return now since only active
2188 * containers can be used. 1766 * containers can be used.
2192 * inv must have been an container and must have been active. 1770 * inv must have been an container and must have been active.
2193 * 1771 *
2194 * Change the color so that the message doesn't disappear with 1772 * Change the color so that the message doesn't disappear with
2195 * all the others. 1773 * all the others.
2196 */ 1774 */
2197 if (pl->contr->usekeys == key_inventory || 1775 if (pl->contr->usekeys == key_inventory
2198 !QUERY_FLAG (container, FLAG_APPLIED) || 1776 || !QUERY_FLAG (container, FLAG_APPLIED)
2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1777 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2200 { 1778 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1779 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)); 1780 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1781 return NULL;
2204 } 1782 }
2205 } 1783 }
1784
2206 return tmp; 1785 return tmp;
1786}
1787
1788/* find_key
1789 * We try to find a key for the door as passed. If we find a key
1790 * and successfully use it, we return the key, otherwise NULL
1791 * This function merges both normal and locked door, since the logic
1792 * for both is the same - just the specific key is different.
1793 * pl is the player,
1794 * inv is the objects inventory to searched
1795 * door is the door we are trying to match against.
1796 * This function can be called recursively to search containers.
1797 */
1798object *
1799find_key (object *pl, object *container, object *door)
1800{
1801 if (door->slaying && is_match_expr (door->slaying))
1802 {
1803 // for match expressions, we try to find the key by applying the match
1804 // to the op itself, which is supposed to find the "key", instead
1805 // of searching through containers ourselves.
1806
1807 return match_one (door->slaying, container, door, pl, pl);
1808 }
1809 else
1810 return find_key_ (pl, container, door);
2207} 1811}
2208 1812
2209/* moved door processing out of move_player_attack. 1813/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1814 * returns 1 if player has opened the door with a key
2211 * such that the caller should not do anything more, 1815 * such that the caller should not do anything more,
2212 * 0 otherwise 1816 * 0 otherwise
2213 */ 1817 */
2214static int 1818static int
2215player_attack_door (object *op, object *door) 1819player_attack_door (object *op, object *door)
2216{ 1820{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1821 /* 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 - 1822 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1823 * otherwise, we fall through to the rest of the code.
2220 */ 1824 */
2221 object *key = find_key (op, op, door); 1825 object *key = find_key (op, op, door);
2222 1826
2223 /* IF we found a key, do some extra work */ 1827 /* If we found a key, do some extra work */
2224 if (key) 1828 if (key)
2225 { 1829 {
2226 object *container = key->env; 1830 object *container = key->env;
2227 1831
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2230 make_visible (op); 1833 make_visible (op);
1834
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1835 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1836 spring_trap (door->inv, op);
1837
2233 if (door->type == DOOR) 1838 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1839 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1840 else if (door->type == LOCKED_DOOR)
2238 { 1841 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1842 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1843 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1844 }
1845
2242 /* Do this after we print the message */ 1846 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1847 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1848
2245 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container);
2247 return 1; /* Nothing more to do below */ 1849 return 1; /* Nothing more to do below */
2248 } 1850 }
2249 else if (door->type == LOCKED_DOOR) 1851 else if (door->type == LOCKED_DOOR)
2250 { 1852 {
2251 /* Might as well return now - no other way to open this */ 1853 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1854 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1855 return 1;
2254 } 1856 }
1857
2255 return 0; 1858 return 0;
2256} 1859}
2257 1860
2258/* This function is just part of a breakup from move_player. 1861/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1862 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1863 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1864 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1865 * going to try and move (not fire weapons).
2263 */ 1866 */
2264void 1867bool
2265move_player_attack (object *op, int dir) 1868move_player_attack (object *op, int dir)
2266{ 1869{
2267 object *tmp, *mon; 1870 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2268 sint16 nx, ny; 1871 {
2269 int on_battleground; 1872 --op->speed_left;
2270 maptile *m; 1873 return true;
1874 }
2271 1875
2272 nx = freearr_x[dir] + op->x; 1876 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1877 sint16 ny = freearr_y[dir] + op->y;
2274 1878
2275 on_battleground = op_on_battleground (op, 0, 0); 1879 if (out_of_map (op->map, nx, ny))
1880 return false;
2276 1881
2277 /* If braced, or can't move to the square, and it is not out of the 1882 /* 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 1883 * 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 1884 * 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 1885 * 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 1886 * 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 1887 * 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 1888 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1889 * move_ob uses.
2285 */ 1890 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1891 maptile *m = op->map->xy_find (nx, ny);
1892
1893 /* Go through all the objects, and find ones of interest. Only stop if
1894 * we find a monster - that is something we know we want to attack.
1895 * if its a door or barrel (can roll) see if there may be monsters
1896 * on the space
1897 */
1898 object *mon;
1899 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1900 {
1901 if ((mon->flag [FLAG_ALIVE]
1902 || mon->type == LOCKED_DOOR
1903 || mon->flag [FLAG_CAN_ROLL])
1904 && mon != op)
1905 break;
2287 { 1906 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1907
1908 if (!mon) /* This happens anytime the player tries to move */
1909 return false; /* into a wall */
1910
1911 mon = mon->head_ ();
1912
1913 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1914 if (op->contr->weapon_sp_left > 0.f)
1915 if (player_attack_door (op, mon))
1916 {
1917 --op->contr->weapon_sp_left;
1918 return true;
2289 { 1919 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1920
2291 if (!m) 1921 /* The following deals with possibly attacking peaceful
2292 return; /* Don't think this should happen */ 1922 * or friendly creatures. Basically, all players are considered
1923 * unaggressive. If the moving player has peaceful set, then the
1924 * object should be pushed instead of attacked. It is assumed that
1925 * if you are braced, you will not attack friends accidently,
1926 * and thus will not push them.
1927 */
1928
1929 /* If the creature is a pet, push it even if the player is not
1930 * peaceful. Our assumption is the creature is a pet if the
1931 * player owns it and it is either friendly or unagressive.
1932 */
1933 if (op->type == PLAYER
1934 && ((mon->owner && mon->owner->contr
1935 && same_party (mon->owner->contr->party, op->contr->party))
1936 || mon->owner == op)
1937 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1938 {
1939 /* If we're braced, we don't want to switch places with it */
1940 if (op->contr->braced)
1941 return false;
1942
1943 if (op->speed_left > 0.f)
1944 {
1945 --op->speed_left;
1946
1947 op->play_sound (sound_find ("push_player"));
1948 push_ob (mon, dir, op);
1949
1950 if (action_makes_visible (op))
1951 make_visible (op);
1952
1953 return true;
2293 } 1954 }
2294 else 1955 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; 1956 return false;
2301 } 1957 }
2302 1958
2303 mon = 0; 1959 bool on_battleground = op_on_battleground (op, 0, 0);
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316 1960
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 1961 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 1962 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 1963 * someone, but put it inside this loop so that you won't
2374 * attack them either. 1964 * attack them either.
2375 */ 1965 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 1966 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1967 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 1968 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 1969 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 1970 && !on_battleground))
1971 {
1972 if (op->speed_left > 0.f)
2387 { 1973 {
1974 --op->speed_left;
1975
2388 if (!op->contr->braced) 1976 if (!op->contr->braced)
2389 { 1977 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1978 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 1979 push_ob (mon, dir, op);
2392 } 1980 }
2393 else 1981 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 1982 op->statusmsg ("You withhold your attack");
2395 1983
2396 if (op->contr->tmp_invis || op->hide) 1984 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2397 make_visible (op); 1985 make_visible (op);
2398 }
2399 1986
1987 return true;
1988 }
1989 }
2400 /* If the object is a boulder or other rollable object, then 1990 /* 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. 1991 * roll it if not braced. You can't roll it if you are braced.
2402 */ 1992 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1993 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1994 {
1995 if (op->speed_left > 0.f)
2404 { 1996 {
1997 --op->speed_left;
1998
2405 recursive_roll (mon, dir, op); 1999 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2000 if (action_makes_visible (op))
2407 make_visible (op); 2001 make_visible (op);
2408 }
2409 2002
2003 return true;
2004 }
2005 }
2410 /* Any generic living creature. Including things like doors. 2006 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2007 * 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: 2008 * 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 2009 * 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. 2010 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2011 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2012 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))) 2013 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2014 {
2420 2015 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 { 2016 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2017 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2018
2433 skill_attack (mon, op, 0, 0, 0); 2019 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 2020
2449 if (action_makes_visible (op)) 2021 if (action_makes_visible (op))
2450 make_visible (op); 2022 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2023
2455int 2024 return true;
2025 }
2026 }
2027
2028 return false;
2029}
2030
2031bool
2456move_player (object *op, int dir) 2032move_player (object *op, int dir)
2457{ 2033{
2458 int pick;
2459
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2034 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2035 return 0;
2462 2036
2463 /* Sanity check: make sure dir is valid */ 2037 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2038 if (dir < 0 || dir >= 9)
2465 { 2039 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2040 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2041 return 0;
2468 } 2042 }
2469 2043
2470 /* peterm: added following line */ 2044 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2045 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2047
2474 op->facing = dir; 2048 op->facing = dir;
2475 2049
2476 if (op->hide) 2050 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2051 do_hidden_move (op);
2478 2052
2053 bool retval;
2054 int pick = 0;
2055
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2056 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2057 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2058 else if (op->contr->fire_on)
2482 fire (op, dir); 2059 retval = fire (op, dir);
2483 else 2060 else
2484 { 2061 {
2485 move_player_attack (op, dir); 2062 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2063 pick = check_pick (op);
2487 } 2064 }
2488 2065
2489 /* Add special check for newcs players and fire on - this way, the 2066 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2067 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2074 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2075 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2076 * for players.
2500 */ 2077 */
2501 animate_object (op, op->facing); 2078 animate_object (op, op->facing);
2502 return 0; 2079
2080 return retval;
2503} 2081}
2504 2082
2505/* This is similar to handle_player, below, but is only used by the 2083/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2084 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2085 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2086 * the new speed values for commands.
2509 * 2087 *
2510 * Returns true if there are more actions we can do. 2088 * Returns true if there are more actions we can do. Should not do
2089 * many actions in a row, as that would be too unfair to other
2090 * players.
2511 */ 2091 */
2512int 2092bool
2513handle_newcs_player (object *op) 2093handle_newcs_player (object *op)
2514{ 2094{
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)) 2095 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2096 {
2537 flee_player (op); 2097 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 { 2098 {
2541 op->speed_left--; 2099 --op->speed_left;
2100 flee_player (op);
2101
2542 return 0; 2102 return true;
2543 } 2103 }
2104 else
2105 return false;
2544 } 2106 }
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 2107
2554 /* call this here - we also will call this in do_ericserver, but 2108 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2109 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2110 * called, so we recheck it here.
2557 */ 2111 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2112 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; 2113 return true;
2564 2114
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2115 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); 2116 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2117
2581 return 0; 2118 return false;
2582} 2119}
2583 2120
2584int 2121static int
2585save_life (object *op) 2122save_life (object *op)
2586{ 2123{
2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2124 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2588 return 0; 2125 return 0;
2589 2126
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2127 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2128 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2129 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2130 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)); 2131 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 2132
2599 tmp->destroy (); 2133 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE); 2134 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 2135
2602 if (op->stats.hp < 0) 2136 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp; 2137 op->stats.hp = op->stats.maxhp;
2604 2138
2605 if (op->stats.food < 0) 2139 if (op->stats.food < 0)
2606 op->stats.food = 999; 2140 op->stats.food = MAX_FOOD;
2607 2141
2608 fix_player (op); 2142 op->update_stats ();
2609 return 1; 2143 return 1;
2610 } 2144 }
2611 2145
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2146 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2147 CLEAR_FLAG (op, FLAG_LIFESAVE);
2615 return 0; 2149 return 0;
2616} 2150}
2617 2151
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2152/* 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 2153 * 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 2154 * function will descend into containers. op is the object to start the search
2621 * from. 2155 * from.
2622 */ 2156 */
2157static void
2158drop_unpaid_items (object *op, object *env)
2159{
2160 while (op)
2161 {
2162 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2163
2164 if (QUERY_FLAG (op, FLAG_UNPAID))
2165 op->insert_at (env);
2166 else if (op->inv)
2167 drop_unpaid_items (op->inv, env);
2168
2169 op = next;
2170 }
2171}
2172
2623void 2173void
2624remove_unpaid_objects (object *op, object *env) 2174object::drop_unpaid_items ()
2625{ 2175{
2626 object *next; 2176 if (!flag [FLAG_REMOVED])
2627 2177 ::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} 2178}
2648
2649
2650/*
2651 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the
2654 * best, a misc file for object actions is probably better,
2655 * but there isn't one in the server directory.
2656 */
2657char *
2658gravestone_text (object *op)
2659{
2660 static char buf2[MAX_BUF];
2661 char buf[MAX_BUF];
2662 time_t now = time (NULL);
2663
2664 strcpy (buf2, " R.I.P.\n\n");
2665 if (op->type == PLAYER)
2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2667 else
2668 sprintf (buf, "%s\n", &op->name);
2669
2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2671 strcat (buf2, buf);
2672 if (op->type == PLAYER)
2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2674 else
2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 {
2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2683 strcat (buf2, buf);
2684 }
2685
2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf);
2689
2690 return buf2;
2691}
2692
2693
2694 2179
2695void 2180void
2696do_some_living (object *op) 2181do_some_living (object *op)
2697{ 2182{
2698 int last_food = op->stats.food; 2183 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2189 int rate_grace = 2000;
2705 const int max_hp = 1; 2190 const int max_hp = 1;
2706 const int max_sp = 1; 2191 const int max_sp = 1;
2707 const int max_grace = 1; 2192 const int max_grace = 1;
2708 2193
2709 if (op->contr->outputs_sync) 2194 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 } 2195 {
2196 op->invisible = 1000;
2197 /* the socket code flashes the player visible/invisible
2198 * depending on the value of invisible, so we need to
2199 * alternate it here for it to work correctly.
2200 */
2201 if (pticks & 2)
2202 op->invisible--;
2203 }
2204 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2205 {
2206 if (!op->invisible--)
2207 {
2208 make_visible (op);
2209 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2210 }
2211 }
2715 2212
2716 if (op->contr->state == ST_PLAYING) 2213 if (op->contr->ns->state == ST_PLAYING)
2717 { 2214 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2215 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2216 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2217 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2218 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2219 else
2724 { 2220 {
2725 gen_hp = op->stats.maxhp; 2221 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2222 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2223 }
2224
2728 if (op->contr->gen_sp >= 0) 2225 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2226 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2227 else
2731 { 2228 {
2732 gen_sp = op->stats.maxsp; 2229 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2230 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2231 }
2232
2735 if (op->contr->gen_grace >= 0) 2233 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2234 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2235 else
2738 { 2236 {
2739 gen_grace = op->stats.maxgrace; 2237 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2238 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2239 }
2742 2240
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 */ 2241 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2242 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2243 if (--op->last_grace < 0)
2789 { 2244 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2245 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2246 op->stats.grace++; /* no penalty in food for regaining grace */
2247
2792 if (max_grace > 1) 2248 if (max_grace > 1)
2793 { 2249 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2250 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2251 if (over_grace > 0)
2796 { 2252 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2264 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2265 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2266 /* wearing stuff doesn't detract from grace generation. */
2811 } 2267 }
2812 2268
2269 if (op->stats.food > 0)
2270 {
2813 /* Regenerate Hit Points */ 2271 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2272 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2273 {
2818 op->stats.hp++; 2274 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2275
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2276 if (op->stats.sp < op->stats.maxsp)
2821 { 2277 {
2278 op->stats.sp++;
2279
2280 /* dms do not consume food */
2281 if (!QUERY_FLAG (op, FLAG_WIZ))
2282 {
2822 op->stats.food--; 2283 op->stats.food--;
2284
2823 if (op->contr->digestion < 0) 2285 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2286 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2287 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2288 op->stats.food = last_food;
2289 }
2827 } 2290 }
2828 } 2291
2829 if (max_hp > 1) 2292 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2293 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2294 over_sp = (gen_sp + 10) / rate_sp;
2295 if (over_sp > 0)
2296 {
2297 if (op->stats.sp < op->stats.maxsp)
2298 {
2299 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2300
2301 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2302 op->stats.sp--;
2303
2304 if (op->stats.sp > op->stats.maxsp)
2305 op->stats.sp = op->stats.maxsp;
2306 }
2307
2835 op->last_heal = 0; 2308 op->last_sp = 0;
2309 }
2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2312 }
2837 else 2313 else
2314 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2315 }
2316
2317 /* Regenerate Hit Points */
2318 if (--op->last_heal < 0)
2319 {
2320 if (op->stats.hp < op->stats.maxhp)
2838 { 2321 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2322 op->stats.hp++;
2323
2324 /* dms do not consume food */
2325 if (!QUERY_FLAG (op, FLAG_WIZ))
2326 {
2327 op->stats.food--;
2328
2329 if (op->contr->digestion < 0)
2330 op->stats.food += op->contr->digestion;
2331 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2332 op->stats.food = last_food;
2333 }
2840 } 2334 }
2335
2336 if (max_hp > 1)
2337 {
2338 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2339
2340 if (over_hp > 0)
2341 {
2342 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2343 op->last_heal = 0;
2344 }
2345 else
2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2347 }
2842 else 2348 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2349 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2350 }
2846 } 2351 }
2847 2352
2848 /* Digestion */ 2353 /* Digestion */
2849 if (--op->last_eat < 0) 2354 if (--op->last_eat < 0)
2850 { 2355 {
2851#ifdef COZY_SERVER 2356 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2357 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 2358
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2359 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2360
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2361 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2362 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2363 op->stats.food--;
2865 } 2364 }
2866 }
2867 2365
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2366 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2367 {
2870 object *tmp, *flesh = NULL; 2368 object *flesh = 0;
2871 2369
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2370 for_inv_removable (op, tmp)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2371 {
2372 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2373 continue;
2374
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2375 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2376 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2377 op->statusmsg ("You blindly grab for a bite of food. "
2378 "H<To prevent you from starving, you ate some random item from your backpack.>");
2879 manual_apply (op, tmp, 0); 2379 op->apply (tmp);
2380
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2381 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2382 break;
2882 } 2383 }
2883 else if (tmp->type == FLESH) 2384 else if (tmp->type == FLESH)
2884 flesh = tmp; 2385 flesh = tmp;
2885 } /* End if paid for object */ 2386 }
2886 } /* end of for loop */ 2387
2887 /* If player is still starving, it means they don't have any food, so 2388 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2389 * eat flesh instead.
2889 */ 2390 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2391 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2392 {
2393 op->statusmsg ("You blindly grab for a bite of food. "
2394 "H<To prevent you from starving, you ate some random item from your backpack.>");
2395 op->apply (flesh);
2396 }
2397
2398 // If player is still starving, alert him!
2399 if (op->stats.food < 0)
2400 op->failmsg ("You are starving! "
2401 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2891 { 2402 }
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2403
2893 manual_apply (op, flesh, 0); 2404 if (op->stats.food < 0)
2894 } 2405 {
2895 } /* end if player is starving */ 2406 op->stats.hp += op->stats.food;
2407 op->stats.food = 0;
2896 2408
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2409 if (op->stats.hp < 0)
2898 op->stats.food++, op->stats.hp--; 2410 {
2411 op->contr->killer = archetype::get ("killer_starvation");
2412 op->contr->killer->destroy ();
2413 }
2414 }
2899 2415
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2416 /* killer should be set here already */
2417 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2418 kill_player (op);
2419 }
2902} 2420}
2903
2904
2905 2421
2906/* If the player should die (lack of hp, food, etc), we call this. 2422/* 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 2423 * 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 2424 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2425 * file.
2910 */ 2426 */
2911void 2427void
2912kill_player (object *op) 2428kill_player (object *op)
2913{ 2429{
2914 char buf[MAX_BUF];
2915 int x, y; 2430 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2431 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; 2432 int will_kill_again;
2926 archetype *at; 2433 archetype *at;
2927 object *tmp; 2434 object *tmp;
2928 2435
2929 if (save_life (op)) 2436 if (save_life (op))
2930 return; 2437 return;
2931 2438
2439 dynbuf_text deathtab;
2440
2441 /* restore player */
2442 at = archetype::find (shstr_poisoning);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your body feels cleansed...\r";
2447 }
2448
2449 at = archetype::find (shstr_confusion);
2450 if (object *tmp = present_arch_in_ob (at, op))
2451 {
2452 tmp->destroy ();
2453 deathtab << "Your mind feels clearer...\r";
2454 }
2455
2456 cure_disease (op, 0, 0); /* remove any disease */
2457
2458 max_it (op->stats.hp , op->stats.maxhp);
2459 max_it (op->stats.sp , op->stats.maxsp);
2460 max_it (op->stats.grace, op->stats.maxgrace);
2461 max_it (op->stats.food , 200);
2462
2463 // remove all spell effects that are active
2464 // to avoid long-term effects such as word-of-recall
2465 for (object *item = op->inv; item; )
2466 {
2467 object *next = item->below;
2468
2469 if (item->type == SPELL_EFFECT && item->active)
2470 item->destroy ();
2471
2472 item = next;
2473 }
2932 2474
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2475 /* 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. 2476 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2477 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2478 */
2937 if (op_on_battleground (op, &x, &y)) 2479 if (op_on_battleground (op, &x, &y))
2938 { 2480 {
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2481 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 2482
2964 /* create a bodypart-trophy to make the winner happy */ 2483 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2484 object *tmp = archetype::find (shstr_finger)->instance ();
2966 if (tmp != NULL) 2485
2967 { 2486 tmp->name = format ("%s's finger" , &op->name);
2968 sprintf (buf, "%s's finger", &op->name); 2487 tmp->name_pl = format ("%s's fingers", &op->name);
2969 tmp->name = buf; 2488 tmp->msg = format (
2970 sprintf (buf, " This finger has been cut off %s\n" 2489 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2490 &op->name, op->contr->title,
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2491 (int)op->level,
2973 tmp->msg = buf; 2492 op->contr->killer_name ()
2493 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2494 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2495 tmp->material = name_to_material (shstr_organic);
2976 tmp->x = op->x, tmp->y = op->y; 2496 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 }
2979 2497
2980 /* teleport defeated player to new destination */ 2498 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2499 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2500 op->contr->braced = 0;
2501
2502 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2983 return; 2503 return;
2984 } 2504 }
2985 2505
2506 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2507 deathtab << "T<YOU HAVE DIED>\n\n";
2508
2986 INVOKE_PLAYER (DEATH, op->contr); 2509 INVOKE_PLAYER (DEATH, op->contr);
2987 2510
2988 command_kill_pets (op, 0); 2511 command_kill_pets (op, 0);
2989 2512
2990 if (op->stats.food < 0) 2513 op->contr->play_sound (sound_find ("player_dies"));
2514
2515 /* save the map location for corpse, gravestone */
2516 x = op->x;
2517 y = op->y;
2518 map = op->map;
2519
2520 /* NOT_PERMADEATH code. This basically brings the character back to
2521 * life if they are dead - it takes some exp and a random stat.
2522 * See the config.h file for a little more in depth detail about this.
2523 */
2524
2525 /* Basically two ways to go - remove a stat permanently, or just
2526 * make it depletion. This bunch of code deals with that aspect
2527 * of death.
2528 */
2529#ifndef COZY_SERVER
2530 if (settings.balanced_stat_loss)
2991 { 2531 {
2992 if (op->contr->explore) 2532 /* If stat loss is permanent, lose one stat only. */
2993 { 2533 /* 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"); 2534 more if they do. */
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2535 /* Higher level characters can afford things such as potions of
2996 op->stats.food = 999; 2536 restoration, or better, stat potions. So we slug them that
2997 return; 2537 little bit harder. */
2998 } 2538 /* GD */
2999 sprintf (buf, "%s starved to death.", &op->name); 2539 if (settings.stat_loss_on_death)
3000 strcpy (op->contr->killer, "starvation"); 2540 num_stats_lose = 1;
2541 else
2542 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2543 }
3002 else 2544 else
3003 { 2545 num_stats_lose = 1;
3004 if (op->contr->explore) 2546
3005 { 2547 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2548
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2549 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 } 2550 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2551 i = rndm (NUM_STATS);
3014 2552
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) 2553 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2554 {
3044 else 2555 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2556 * what he lost.
2557 */
2558 change_attr_value (&(op->stats), i, -1);
2559 check_stat_bounds (&(op->stats));
2560 change_attr_value (&(op->contr->orig_stats), i, -1);
2561 check_stat_bounds (&(op->contr->orig_stats));
2562 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2563 lost_a_stat = 1;
3046 } 2564 }
3047 else 2565 else
3048 { 2566 {
3049 num_stats_lose = 1; 2567 /* deplete a stat */
3050 } 2568 archetype *deparch = archetype::find (shstr_depletion);
3051 lost_a_stat = 0; 2569 object *dep;
3052 2570
3053 for (z = 0; z < num_stats_lose; z++) 2571 dep = present_arch_in_ob (deparch, op);
3054 { 2572 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2573 {
3059 /* Pick a random stat and take a point off it. Tell the player 2574 dep = deparch->instance ();
3060 * what he lost. 2575 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 } 2576 }
3069 else 2577 lose_this_stat = 1;
2578 if (settings.balanced_stat_loss)
3070 { 2579 {
3071 /* deplete a stat */ 2580 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2581 /* Get the stat that we're about to deplete. */
3073 object *dep; 2582 this_stat = get_attr_value (&(dep->stats), i);
3074 2583 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2584 {
3078 dep = arch_to_object (deparch); 2585 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2586 int keep_chance = this_stat * this_stat;
3080 } 2587
3081 lose_this_stat = 1; 2588 /* 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) 2589 if (keep_chance < 1)
2590 keep_chance = 1;
2591
2592 /* There is a maximum depletion total per level. */
2593 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2594 {
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; 2595 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2596 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2597 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 } 2598 }
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 */ 2599 else
3123 if (this_stat >= -50)
3124 { 2600 {
3125 change_attr_value (&(dep->stats), i, -1); 2601 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; 2602 lose_this_stat = 0;
2603 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2604 this_stat, keep_chance, loss_chance,
2605 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2606 }
3131 } 2607 }
3132 } 2608 }
2609
2610 if (lose_this_stat)
2611 {
2612 this_stat = get_attr_value (&dep->stats, i);
2613 /* We could try to do something clever like find another
2614 * stat to reduce if this fails. But chances are, if
2615 * stats have been depleted to -50, all are pretty low
2616 * and should be roughly the same, so it shouldn't make a
2617 * difference.
2618 */
2619 if (this_stat >= -50)
2620 {
2621 change_attr_value (&(dep->stats), i, -1);
2622 SET_FLAG (dep, FLAG_APPLIED);
2623 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2624 op->update_stats ();
2625 lost_a_stat = 1;
2626 }
3133 } 2627 }
2628 }
2629 }
2630
3134 /* If no stat lost, tell the player. */ 2631 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2632 if (!lost_a_stat)
3136 { 2633 {
3137 /* determine_god() seems to not work sometimes... why is this? 2634 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2635 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2636 shstr_tmp god = determine_god (op);
3140 2637
3141 if (god && (strcmp (god, "none"))) 2638 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); 2639 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3143 else 2640 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2641 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3145 } 2642 }
3146#else 2643#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2644 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3148#endif 2645#endif
3149 2646
3150 /* Put a gravestone up where the character 'almost' died. List the 2647 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2648 * exp loss on the stone.
3152 */ 2649 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2650 tmp = archetype::find (shstr_gravestone)->instance ();
3154 sprintf (buf, "%s's gravestone", &op->name); 2651 tmp->name = format ("%s's gravestone", &op->name);
3155 tmp->name = buf; 2652 tmp->name_pl = format ("%s's gravestones", &op->name);
3156 sprintf (buf, "%s's gravestones", &op->name); 2653 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3157 tmp->name_pl = buf; 2654 &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; 2655 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2656 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2657
3163 /**************************************/ 2658 /**************************************/
3164 /* */ 2659 /* */
3165 /* Subtract the experience points, */ 2660 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */
3168 /* */ 2661 /* */
3169 /**************************************/ 2662 /**************************************/
3170 2663
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)); */ 2664 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2665 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 2666
3200 /* 2667 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2668 * 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 2669 * and put them back in the map.
3203 * in the map. 2670 */
3204 */ 2671 op->drop_unpaid_items ();
3205 2672
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2673 /****************************************/
3210 /* */ 2674 /* */
3211 /* Move player to his current respawn- */ 2675 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2676 /* position (usually last savebed) */
3213 /* */ 2677 /* */
3214 /****************************************/ 2678 /****************************************/
3215 2679
3216 enter_player_savebed (op); 2680 enter_player_savebed (op);
3217 2681
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2682 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2683
3224 /* it is possible that the player has blown something up 2684 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2685 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2686 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2687 * on the space that might harm the player.
3228 */ 2688 */
3229 will_kill_again = 0; 2689 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2690 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2691 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2692 will_kill_again |= tmp->attacktype;
3233 2693
3234 if (will_kill_again) 2694 if (will_kill_again)
3235 { 2695 {
3236 object *force; 2696 object *force;
3237 int at; 2697 int at;
3238 2698
3239 force = get_archetype (FORCE_NAME); 2699 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2700 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2701 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2702 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2703 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2704 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2705 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2706 force->resist[at] = 100;
3247 2707
3248 insert_ob_in_ob (force, op); 2708 insert_ob_in_ob (force, op);
3249 fix_player (op); 2709 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 { 2710 }
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 2711
3262 op->contr->party = NULL; 2712 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} 2713}
3322 2714
3323 2715static void
3324void
3325loot_object (object *op) 2716loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2717{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2718 object *tmp, *tmp2, *next;
3328 2719
3329 if (op->container) 2720 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2721
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2722 for (tmp = op->inv; tmp; tmp = next)
3335 { 2723 {
3336 next = tmp->below; 2724 next = tmp->below;
2725
3337 if (tmp->invisible) 2726 if (tmp->invisible)
3338 continue; 2727 continue;
2728
3339 tmp->remove (); 2729 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2730 tmp->x = op->x, tmp->y = op->y;
2731
3341 if (tmp->type == CONTAINER) 2732 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2733 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2734
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2735 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2736 {
3347 if (tmp->nrof > 1) 2737 if (tmp->nrof > 1)
3348 { 2738 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2739 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2740 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2741 }
3353 else 2742 else
3354 tmp->destroy (); 2743 tmp->destroy ();
3355 } 2744 }
3361/* 2750/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2751 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2752 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2753 * was changed.
3365 */ 2754 */
3366
3367void 2755void
3368fix_weight (void) 2756fix_weight ()
3369{ 2757{
3370 player *pl; 2758 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2759 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2760 sint32 old = pl->ob->carrying;
3375 2761
3376 if (old == sum) 2762 pl->ob->update_weight ();
3377 continue; 2763
3378 fix_player (pl->ob); 2764 if (old != pl->ob->carrying)
2765 {
2766 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2767 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2768 }
3380 } 2769 }
3381} 2770}
3382 2771
3383void 2772void
3384fix_luck (void) 2773fix_luck ()
3385{ 2774{
3386 player *pl; 2775 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2776 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2777 pl->ob->change_luck (0);
3391} 2778}
3392
3393 2779
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2780/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2781 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2782 * just treat this as any other spell casting object.
3397 */ 2783 */
3398
3399void 2784void
3400cast_dust (object *op, object *throw_ob, int dir) 2785cast_dust (object *op, object *throw_ob, int dir)
3401{ 2786{
3402 object *skop, *spob; 2787 object *skop, *spob;
3403 2788
3430} 2815}
3431 2816
3432void 2817void
3433make_visible (object *op) 2818make_visible (object *op)
3434{ 2819{
3435 op->hide = 0; 2820 op->flag [FLAG_HIDDEN] = 0;
3436 op->invisible = 0; 2821 op->invisible = 0;
2822
3437 if (op->type == PLAYER) 2823 if (op->type == PLAYER)
3438 { 2824 {
3439 op->contr->tmp_invis = 0; 2825 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 2826 op->contr->invis_race = 0;
3441 } 2827 }
2828
3442 update_object (op, UP_OBJ_FACE); 2829 update_object (op, UP_OBJ_CHANGE);
3443} 2830}
3444 2831
3445int 2832int
3446is_true_undead (object *op) 2833is_true_undead (object *op)
3447{ 2834{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2835 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 2836 return 1;
3452 2837
3453 return 0; 2838 return 0;
3454} 2839}
3455 2840
3456/* look at the surrounding terrain to determine 2841/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 2842 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 2843 * indicate greater hideability.
3459 */ 2844 */
3460
3461int 2845int
3462hideability (object *ob) 2846hideability (object *ob)
3463{ 2847{
3464 int i, level = 0, mflag; 2848 int i, level = 0, mflag;
3465 sint16 x, y; 2849 sint16 x, y;
3466 2850
3467 if (!ob || !ob->map) 2851 if (!ob || !ob->map)
3468 return 0; 2852 return 0;
3469 2853
3470 /* so, on normal lighted maps, its hard to hide */ 2854 /* so, on normal lighted maps, its hard to hide */
3471 level = ob->map->darkness - 2; 2855 level = ob->map->darklevel () - 2;
3472 2856
3473 /* this also picks up whether the object is glowing. 2857 /* this also picks up whether the object is glowing.
3474 * If you carry a light on a non-dark map, its not 2858 * If you carry a light on a non-dark map, its not
3475 * as bad as carrying a light on a pitch dark map */ 2859 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 2860 if (ob->has_carried_lights ())
3477 level = -(10 + (2 * ob->map->darkness)); 2861 level = -(10 + (2 * ob->map->darklevel ()));
3478 2862
3479 /* scan through all nearby squares for terrain to hide in */ 2863 /* 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]) 2864 for (i = 0, x = ob->x, y = ob->y;
2865 i <= SIZEOFFREE1;
2866 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 2867 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2868 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 2869 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 2870 continue;
3486 } 2871
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2872 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 2873 level += 2;
3489 else /* open terrain! */ 2874 else /* open terrain! */
3490 level -= 1; 2875 level -= 1;
3491 } 2876 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 2884/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 2885 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 2886 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 2887 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 2888 */
3504
3505void 2889void
3506do_hidden_move (object *op) 2890do_hidden_move (object *op)
3507{ 2891{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2892 int hide = 0;
3509 object *skop;
3510 2893
3511 if (!op || !op->map) 2894 if (!op || !op->map)
3512 return; 2895 return;
3513 2896
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2897 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2898 int num = random_roll (0, 19, op, PREFER_LOW);
3515 2899
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 2900 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 2901 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 2902 if (!skop || num >= skop->level)
3520 { 2903 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 2905 make_visible (op);
3523 return; 2906 return;
3524 } 2907 }
3525 else 2908 else
3526 num += 20; 2909 num += 20;
3527 } 2910
3528 num += op->map->difficulty; 2911 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 2912 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 2913 num -= hide;
2914
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2915 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 2916 {
3533 make_visible (op); 2917 make_visible (op);
2918
3534 if (op->type == PLAYER) 2919 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2920 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 2921 }
3537 else if (op->type == PLAYER && skop) 2922 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2923 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 2924}
3542 2925
3543/* determine if who is standing near a hostile creature. */ 2926/* determine if who is standing near a hostile creature. */
3544 2927
3545int 2928int
3593 * object op. This function works fine for monsters, 2976 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 2977 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 2978 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 2979 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 2980 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 2981 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 2982 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 2983 * 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. 2984 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 2985 * -b.t.
3603 * This function is now map tiling safe. 2986 * This function is now map tiling safe.
3604 */ 2987 */
3605
3606int 2988int
3607player_can_view (object *pl, object *op) 2989player_can_view (object *pl, object *op)
3608{ 2990{
3609 rv_vector rv; 2991 rv_vector rv;
3610 int dx, dy; 2992 int dx, dy;
3612 if (pl->type != PLAYER) 2994 if (pl->type != PLAYER)
3613 { 2995 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 2996 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 2997 return -1;
3616 } 2998 }
2999
3617 if (!pl || !op) 3000 if (!pl || !op)
3618 return 0; 3001 return 0;
3619 3002
3620 if (op->head)
3621 {
3622 op = op->head; 3003 op = op->head_ ();
3623 } 3004
3624 get_rangevector (pl, op, &rv, 0x1); 3005 get_rangevector (pl, op, &rv, 0x1);
3625 3006
3626 /* starting with the 'head' part, lets loop 3007 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3008 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3009 * part that is in the los array but isn't on
3629 * a blocked los square. 3010 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3011 * we use the archetype to figure out offsets.
3631 */ 3012 */
3632 while (op) 3013 while (op)
3633 { 3014 {
3634 dx = rv.distance_x + op->arch->clone.x; 3015 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3016 dy = rv.distance_y + op->arch->y;
3636 3017
3637 /* only the viewable area the player sees is updated by LOS 3018 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; 3019 return 1;
3020
3645 op = op->more; 3021 op = op->more;
3646 } 3022 }
3647 return 0;
3648}
3649 3023
3650/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding
3652 * place or invisiblity spell. Artefact invisiblity is not
3653 * effected by this. If we arent invisible to begin with, we
3654 * return 0.
3655 */
3656int
3657action_makes_visible (object *op)
3658{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0;
3664
3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3667
3668 /* If monsters, they should become visible */
3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1;
3673 }
3674 }
3675 return 0; 3024 return 0;
3676} 3025}
3677 3026
3678/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3028 * 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 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3034 */
3686int 3035int
3687op_on_battleground (object *op, int *x, int *y) 3036op_on_battleground (object *op, int *x, int *y)
3688{ 3037{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3038 /* 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), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3045 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3047 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3049 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3052 {
3704 /*before we assign the exit, check if this is a teambattle */ 3053 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3055 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3056 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3710 { 3057 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3713 if (x != NULL && y != NULL) 3058 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3059 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3060
3715 return 1; 3061 return 1;
3716 }
3717 } 3062 }
3718 } 3063
3719 if (x != NULL && y != NULL) 3064 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3721 return 1; 3067 return 1;
3722 } 3068 }
3723 } 3069 }
3724 } 3070 }
3071
3725 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3726 return 0; 3073 return 0;
3727} 3074}
3728 3075
3729/* 3076/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3093 int i = 0, j = 0;
3747 3094
3748 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3104
3758 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3759 return; 3106 return;
3760 3107
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3109
3763 if (tr == NULL || tr->item == NULL) 3110 if (!tr || !tr->item)
3764 { 3111 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3112 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3113 return;
3767 } 3114 }
3768 3115
3769 /* everything seems okay - now bring on the gift: */ 3116 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3117 item = tr->item;
3771 3118
3772 if (item->type == SPELL) 3119 if (item->type == SPELL)
3773 { 3120 {
3774 if (check_spell_known (who, item->name)) 3121 if (check_spell_known (who, item->name))
3775 return; 3122 return;
3834 { 3181 {
3835 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3183 object *skin;
3837 3184
3838 /* first get the dragon skin force */ 3185 /* first get the dragon skin force */
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3187 ;
3188
3840 if (skin == NULL) 3189 if (!skin)
3841 return; 3190 return;
3842 3191
3843 /* adding new spellpath attunements */ 3192 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3193 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3194 {
3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876 } 3225 }
3877 else 3226 else
3878 { 3227 {
3879 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3880 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3881 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 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); 3231 who->insert (tmp);
3883 if (who->type == PLAYER)
3884 esrv_send_item (who, tmp);
3885 } 3232 }
3886} 3233}
3887 3234
3888/** 3235//-GPL
3889 * Unready an object for a player. This function does nothing if the object was 3236
3890 * not readied. 3237sint8
3891 */ 3238player::darkness_at (maptile *map, int x, int y) const
3239{
3240 if (!ns)
3241 return LOS_BLOCKED;
3242
3243 int dx, dy;
3244 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3245 return LOS_BLOCKED;
3246
3247 x += dx - ns->current_x;
3248 y += dy - ns->current_y;
3249
3250 return blocked_los (x, y);
3251}
3252
3892void 3253void
3893player_unready_range_ob (player *pl, object *ob) 3254player::infobox (const char *title, const char *msg, int color)
3894{ 3255{
3895 rangetype i; 3256 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3896
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898 {
3899 if (pl->ranges[i] == ob)
3900 {
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3257}
3258
3259void
3260player::statusmsg (const char *msg, int color)
3261{
3262 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3263}
3264
3265void
3266player::failmsg (const char *msg, int color)
3267{
3268 play_sound (sound_find ("generic_failure"));
3269 statusmsg (msg, color);
3270}
3271

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