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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 25#include <sproto.h>
36#endif
37#include <sounds.h> 26#include <sounds.h>
38#include <living.h> 27#include <living.h>
39#include <object.h> 28#include <object.h>
40#include <spells.h> 29#include <spells.h>
41#include <skills.h> 30#include <skills.h>
42#include <newclient.h>
43 31
44#ifdef COZY_SERVER 32#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 33#include <functional>
46#endif
47 34
48player * 35playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 36
87void 37void
88display_motd (const object *op) 38display_motd (const object *op)
89{ 39{
90 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
93 int comp; 43 int comp;
94 int size; 44 int size;
95 45
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 48 return;
100 } 49
101 motd[0] = '\0'; 50 motd[0] = '\0';
102 size = 0; 51 size = 0;
52
103 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
104 { 54 {
105 if (*buf == '#') 55 if (*buf == '#')
106 continue; 56 continue;
57
107 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 59 size += strlen (buf);
109 } 60 }
61
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
112} 64}
113 65
114void 66void
120 int comp; 72 int comp;
121 int size; 73 int size;
122 74
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 77 return;
127 } 78
128 rules[0] = '\0'; 79 rules[0] = '\0';
129 size = 0; 80 size = 0;
81
130 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
131 { 83 {
132 if (*buf == '#') 84 if (*buf == '#')
133 continue; 85 continue;
86
134 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
135 { 88 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 90 break;
138 } 91 }
92
139 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 94 size += strlen (buf);
141 } 95 }
96
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
144} 99}
145 100
146void 101void
154 int size; 109 int size;
155 110
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 113 return;
114
159 news[0] = '\0'; 115 news[0] = '\0';
160 subject[0] = '\0'; 116 subject[0] = '\0';
161 size = 0; 117 size = 0;
118
162 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
163 { 120 {
164 if (*buf == '#') 121 if (*buf == '#')
165 continue; 122 continue;
123
166 if (*buf == '%') 124 if (*buf == '%')
167 { /* send one news */ 125 { /* send one news */
168 if (size > 0) 126 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
170 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
171 strip_endline (subject); 130 strip_endline (subject);
172 size = 0; 131 size = 0;
173 news[0] = '\0'; 132 news[0] = '\0';
174 } 133 }
183 size += strlen (buf); 142 size += strlen (buf);
184 } 143 }
185 } 144 }
186 145
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 149}
317 150
318/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
319static void 152static void
320set_first_map (object *op) 153set_first_map (object *op)
321{ 154{
322 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
323 op->x = -1; 156 op->x = -1;
324 op->y = -1; 157 op->y = -1;
325 enter_exit (op, NULL);
326} 158}
327 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
328/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
330 * mode. 381 * mode.
331 */ 382 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
337 387
338 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 389
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 390 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 391 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 392 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 393
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 394 set_first_map (pl->ob);
350 395
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 396 return pl;
358} 397}
359 398
360/* 399/*
361 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
364 */ 403 */
365archetype * 404archetype *
366get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
367{ 406{
368 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 408
370 for (;;) 409 for (;;)
371 { 410 {
372 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
373 at = first_archetype; 412 i = archetypes.begin ();
374 else 413 else if (*i == at)
375 at = at->next; 414 cleanup ("not a single player archetype found");
415
376 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
377 return at; 417 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 418 }
384} 419}
385
386 420
387object * 421object *
388get_nearest_player (object *mon) 422get_nearest_player (object *mon)
389{ 423{
390 object *op = NULL; 424 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 425 objectlink *ol;
393 unsigned lastdist; 426 unsigned lastdist;
394 rv_vector rv; 427 rv_vector rv;
395 428
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 430 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 432 continue;
426 433
427 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
428 { 435 {
429 op = ol->ob; 436 op = ol->ob;
430 lastdist = rv.distance; 437 lastdist = rv.distance;
431 } 438 }
432 } 439 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 440
434 { 441 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
439 { 444 {
440 op = pl->ob; 445 op = pl->ob;
441 lastdist = rv.distance; 446 lastdist = rv.distance;
442 } 447 }
443 } 448
444 }
445#if 0 449#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 451#endif
448 return op; 452 return op;
449} 453}
467 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 473 * is probably not a good thing.
470 */ 474 */
471#define MAX_SPACES 50 475#define MAX_SPACES 50
472
473 476
474/* 477/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 499path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 500{
498 rv_vector rv; 501 rv_vector rv;
499 sint16 x, y; 502 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 504 maptile *m, *lastmap;
502 505
503 get_rangevector (mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
504 507
505 if (rv.distance < mindiff) 508 if (rv.distance < mindiff)
506 return 0; 509 return 0;
508 x = mon->x; 511 x = mon->x;
509 y = mon->y; 512 y = mon->y;
510 m = mon->map; 513 m = mon->map;
511 dir = rv.direction; 514 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
514 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 519 if (diff > max)
516 return 0; 520 return 0;
521
517 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
518 { 523 {
519 lastx = x; 524 lastx = x;
520 lasty = y; 525 lasty = y;
521 lastmap = m; 526 lastmap = m;
603 max--; 608 max--;
604 lastdir = dir; 609 lastdir = dir;
605 if (!firstdir) 610 if (!firstdir)
606 firstdir = dir; 611 firstdir = dir;
607 } 612 }
613
608 if (diff <= 1) 614 if (diff <= 1)
609 { 615 {
610 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 617 * headed toward player for entire distance.
612 */ 618 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 621 }
622
616 if (diff > max) 623 if (diff > max)
617 return 0; 624 return 0;
618 } 625 }
626
619 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
620 if (!max) 628 if (!max)
621 return 0; 629 return 0;
622 630
623 return firstdir; 631 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 662 {
655 remove_ob (op); 663 op->destroy ();
656 free_object (op);
657 continue; 664 continue;
658 } 665 }
659 } 666 }
660 667
661 /* This really needs to be better - we should really give 668 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 679 if (tmp->type == op->type && tmp->name == op->name)
673 break; 680 break;
674 681
675 if (tmp) 682 if (tmp)
676 { 683 {
677 remove_ob (op); 684 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 686 continue;
681 } 687 }
688
682 if (op->nrof > 1) 689 if (op->nrof > 1)
683 op->nrof = 1; 690 op->nrof = 1;
684 } 691 }
685 692
686 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 707 }
701 if (op->type == SPELL) 708 if (op->type == SPELL)
702 { 709 {
703 remove_ob (op); 710 op->destroy ();
704 free_object (op);
705 continue; 711 continue;
706 } 712 }
707 else if (op->type == SKILL) 713 else if (op->type == SKILL)
708 { 714 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
719 link_player_skills (pl); 725 link_player_skills (pl);
720} 726}
721 727
722void 728void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
808{ 730{
809 if (party == NULL) 731 if (party == NULL)
810 { 732 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 734 return;
813 } 735 }
736
814 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 741}
819
820 742
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 744static int
823roll_stat (void) 745roll_stat (void)
824{ 746{
825 int a[4], i, j, k; 747 int a[4], i, j, k;
826 748
827 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
829 751
830 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 753 if (a[i] < k)
832 k = a[i], j = i; 754 k = a[i], j = i;
833 755
834 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 757 if (i != j)
837 k += a[i]; 758 k += a[i];
838 } 759
839 return k; 760 return k;
840} 761}
841 762
842void 763void
843roll_stats (object *op) 764object::roll_stats ()
844{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
845 int sum = 0; 770 int sum = 0;
846 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
848 773
849 do 774 if (sum >= 82 && sum <= 116)
775 break;
850 { 776 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 777
862 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 780
871 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
872 do 782 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 783
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 784 stats.exp = 0;
907 op->stats.ac = 0; 785 stats.ac = 0;
908 786
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
917 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
918} 799}
919 800
920void 801void
921Roll_Again (object *op) 802object::swap_stats (int a, int b)
922{ 803{
923 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 805
928void 806 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
930{ 833{
931 signed char tmp;
932 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
933 835
934 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 840}
1049 841
1050/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1054 * not the class. 846 * not the class.
1055 */ 847 */
1056 848void
1057int 849player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 850{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
1076 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1078 860
1079 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1080 862
1081 if (op->msg) 863 if (ob->msg)
1082 op->msg = NULL; 864 ob->msg = 0;
1083 865
1084 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1085 * to save here. 867 * to save here.
1086 */ 868 */
869 {
870 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1089 874
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 875 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 878 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1098 fix_player (op); 880 ob->update_stats ();
1099 881
1100 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1101 * is one for this race 883 * is one for this race
1102 */ 884 */
1103 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1104 { 886 {
1105 object *tmp; 887 object *tmp;
1106 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1107 889
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1109 tmp = get_object (); 891 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1115 * default initial map */ 897 * default initial map */
1116 free_object (tmp); 898 tmp->destroy ();
1117 } 899 }
1118 else 900 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 902}
1122 return 0;
1123 }
1124 903
904void
905player::chargen_race_next ()
906{
1125 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1127 */ 909 */
1128 910
1129 tmp_loop = 0; 911 do
1130 while (!tmp_loop)
1131 { 912 {
1132 shstr name = op->name; 913 shstr name = ob->name;
1133 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1134 915
1135 remove_statbonus (op); 916 ob->remove_statbonus ();
1136 remove_ob (op); 917 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 919 ob->arch->copy_to (ob);
1139 op->instantiate (); 920 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1142 op->x = x; 923 ob->x = x;
1143 op->y = y; 924 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 927 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 928 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 929 }
930 while (!allowed_class (ob));
931
1151 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 934 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 937 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 938}
1210 939
1211void 940void
1212flee_player (object *op) 941flee_player (object *op)
1213{ 942{
1243 { 972 {
1244 op->enemy = NULL; 973 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 975 return;
1247 } 976 }
977
1248 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1249 979
1250 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1252 { 982 {
1253 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1254 984
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 986 return;
1258 }
1259 } 987 }
988
1260 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 991 op->enemy = NULL;
1263} 992}
1264 993
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 996 * stop.
1269 */ 997 */
1270int 998int
1271check_pick (object *op) 999check_pick (object *op)
1272{ 1000{
1273 object *tmp, *next; 1001 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1002 int stop = 0;
1276 int j, k, wvratio; 1003 int wvratio;
1277 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1278
1279 1005
1280 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1282 return 1; 1008 return 1;
1283 1009
1284 op_tag = op->count;
1285
1286 next = op->below; 1010 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1011
1290 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1013 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1293 { 1015 {
1294 tmp = next; 1016 tmp = next;
1295 next = tmp->below; 1017 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1018
1299 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1300 return 0; 1020 return 0;
1301 1021
1302 if (!can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1303 continue; 1023 continue;
1304 1024
1312 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1033 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1034 {
1315 switch (op->contr->mode) 1035 switch (op->contr->mode)
1316 { 1036 {
1317 case 0: 1037 case 0:
1318 return 1; /* don't pick up */ 1038 return 1; /* don't pick up */
1319 case 1: 1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1056 pick_up (op, tmp);
1321 return 1; 1057 break;
1058
1322 case 2: 1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1061 pick_up (op, tmp);
1324 return 0; 1062 break;
1325 case 3: 1063
1326 return 0; /* stop before pickup */ 1064 default:
1327 case 4: 1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1068 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1069 }
1350 } 1070 }
1351 else 1071 else
1352 { /* old model */ 1072 { /* old model */
1353 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1357 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1080 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1085 }
1086
1394 /* philosophy: 1087 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1092 * example.
1400 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1129 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1130 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1131 if (tmp->type == FOOD)
1439 { 1132 {
1440 pick_up (op, tmp); 1133 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1134 continue;
1444 } 1135 }
1136
1445 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1139 {
1448 pick_up (op, tmp); 1140 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1141 continue;
1452 } 1142 }
1453 1143
1454 if (op->contr->mode & PU_POTION) 1144 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1145 if (tmp->type == POTION)
1456 { 1146 {
1457 pick_up (op, tmp); 1147 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1148 continue;
1461 } 1149 }
1462 1150
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1151 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1152 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1153 if (tmp->type == SPELLBOOK)
1466 { 1154 {
1467 pick_up (op, tmp); 1155 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1156 continue;
1471 } 1157 }
1158
1472 if (op->contr->mode & PU_SKILLSCROLL) 1159 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1160 if (tmp->type == SKILLSCROLL)
1474 { 1161 {
1475 pick_up (op, tmp); 1162 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1163 continue;
1479 } 1164 }
1165
1480 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1482 { 1168 {
1483 pick_up (op, tmp); 1169 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1170 continue;
1487 } 1171 }
1488 1172
1489 /* wands/staves/rods/horns */ 1173 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1176 {
1493 pick_up (op, tmp); 1177 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1178 continue;
1497 } 1179 }
1498 1180
1499 /* pick up all magical items */ 1181 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1182 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1184 {
1503 pick_up (op, tmp); 1185 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1186 continue;
1507 } 1187 }
1508 1188
1509 if (op->contr->mode & PU_VALUABLES) 1189 if (op->contr->mode & PU_VALUABLES)
1510 { 1190 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1191 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1192 {
1513 pick_up (op, tmp); 1193 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1194 continue;
1517 } 1195 }
1518 } 1196 }
1519 1197
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1198 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1199 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1200 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1201 {
1524 pick_up (op, tmp); 1202 pick_up (op, tmp);
1203 continue;
1525 if (0) 1204 }
1526 fprintf (stderr, "JEWELS\n"); 1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1527 continue; 1211 continue;
1528 } 1212 }
1529 1213
1530 /* bows and arrows. Bows are good for selling! */ 1214 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1215 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1216 if (tmp->type == BOW)
1533 { 1217 {
1534 pick_up (op, tmp); 1218 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1219 continue;
1538 } 1220 }
1221
1539 if (op->contr->mode & PU_ARROW) 1222 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1223 if (tmp->type == ARROW)
1541 { 1224 {
1542 pick_up (op, tmp); 1225 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1226 continue;
1546 } 1227 }
1547 1228
1548 /* all kinds of armor etc. */ 1229 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1230 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1231 if (tmp->type == ARMOUR)
1551 { 1232 {
1552 pick_up (op, tmp); 1233 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1234 continue;
1556 } 1235 }
1236
1557 if (op->contr->mode & PU_HELMET) 1237 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1238 if (tmp->type == HELMET)
1559 { 1239 {
1560 pick_up (op, tmp); 1240 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1241 continue;
1564 } 1242 }
1243
1565 if (op->contr->mode & PU_SHIELD) 1244 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1245 if (tmp->type == SHIELD)
1567 { 1246 {
1568 pick_up (op, tmp); 1247 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1248 continue;
1572 } 1249 }
1250
1573 if (op->contr->mode & PU_BOOTS) 1251 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1252 if (tmp->type == BOOTS)
1575 { 1253 {
1576 pick_up (op, tmp); 1254 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1255 continue;
1580 } 1256 }
1257
1581 if (op->contr->mode & PU_GLOVES) 1258 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1259 if (tmp->type == GLOVES)
1583 { 1260 {
1584 pick_up (op, tmp); 1261 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1262 continue;
1588 } 1263 }
1264
1589 if (op->contr->mode & PU_CLOAK) 1265 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1266 if (tmp->type == CLOAK)
1591 { 1267 {
1592 pick_up (op, tmp); 1268 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1269 continue;
1596 } 1270 }
1597 1271
1598 /* hoping to catch throwing daggers here */ 1272 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1273 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1275 {
1602 pick_up (op, tmp); 1276 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1277 continue;
1606 } 1278 }
1607 1279
1608 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1610 { 1282 {
1611 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1612 { 1284 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1287 {
1616 pick_up (op, tmp); 1288 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1289 continue;
1620 } 1290 }
1621 } 1291 }
1292
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1294 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1625 { 1296 {
1626 pick_up (op, tmp); 1297 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1298 continue;
1630 } 1299 }
1631 } 1300 }
1632 } 1301 }
1633 1302
1634 /* misc stuff that's useful */ 1303 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1304 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1306 {
1638 pick_up (op, tmp); 1307 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1308 continue;
1642 } 1309 }
1643 1310
1644 /* any of the last 4 bits set means we use the ratio for value 1311 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1312 * pickups */
1658 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1659 { 1326 {
1660 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1661 } 1328 }
1662 else 1329 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666#endif 1333#endif
1667 continue; 1334 continue;
1668 } 1335 }
1669 } 1336 }
1670 } /* the new pickup model */ 1337 } /* the new pickup model */
1671 } 1338 }
1339
1672 return !stop; 1340 return !stop;
1673} 1341}
1674 1342
1675/* 1343/*
1676 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1678 * found object is returned. 1346 * found object is returned.
1679 */ 1347 */
1680object * 1348object *
1681find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1682{ 1350{
1683 object *tmp = NULL; 1351 object *tmp = 0;
1684 1352
1685 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1689 return op; 1357 return op;
1358
1690 return tmp; 1359 return tmp;
1691} 1360}
1692 1361
1693/* 1362/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1367 */
1699
1700object * 1368object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1370{
1703 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1737 else 1405 else
1738 { 1406 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1408 {
1741 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1412 {
1745 tmp = arrow; 1413 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1415 }
1748 } 1416 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1418 {
1751 tmp = arrow; 1419 tmp = arrow;
1770 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1439 * op = the shooter
1772 * type = bow->race 1440 * type = bow->race
1773 * dir = fire direction 1441 * dir = fire direction
1774 */ 1442 */
1775
1776object * 1443object *
1777pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1778{ 1445{
1779 object *tmp = NULL; 1446 object *tmp = NULL;
1780 mapstruct *m; 1447 maptile *m;
1781 int i, mflags, found, number; 1448 int i, mflags, found, number;
1782 sint16 x, y; 1449 sint16 x, y;
1783 1450
1784 if (op->map == NULL) 1451 if (op->map == NULL)
1785 return find_arrow (op, type); 1452 return find_arrow (op, type);
1845 */ 1512 */
1846int 1513int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1515{
1849 object *left, *bow; 1516 object *left, *bow;
1850 tag_t left_tag, tag; 1517 int mflags;
1851 int bowspeed, mflags; 1518 maptile *m;
1852 mapstruct *m;
1853 1519
1854 if (!dir) 1520 if (!dir)
1855 { 1521 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1523 return 0;
1858 } 1524 }
1859 if (op->type == PLAYER) 1525
1860 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1861 else 1528 else
1862 { 1529 {
1863 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1537 if (!bow)
1871 { 1538 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1540 return 0;
1874 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1875 } 1550 }
1551
1876 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1877 { 1553 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1555 return 0;
1880 } 1556 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1557
1890 if (arrow == NULL) 1558 if (arrow == NULL)
1891 { 1559 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1561 {
1894 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1565 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1899 return 0; 1568 return 0;
1900 } 1569 }
1901 } 1570 }
1571
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1574 return 0;
1906 } 1575
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1577 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1579 return 0;
1911 } 1580 }
1912 1581
1913 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1583 if (arrow->nrof == 0)
1915 { 1584 {
1916 remove_ob (arrow); 1585 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1586 return 0;
1919 } 1587 }
1920 1588
1921 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1591 if (!arrow)
1925 { 1592 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1594 return 0;
1928 } 1595 }
1929 set_owner (arrow, op); 1596
1597 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1599 arrow->direction = dir;
1933 arrow->x = sx; 1600
1934 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1633
1936 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1937 { 1635 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1971 } 1643 }
1972 else 1644 else
1973 { 1645 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1646 arrow->level = op->level;
1977 } 1647 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1979 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1653 }
1981 arrow->slaying = bow->slaying;
1982 1654
1983 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1661
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1988 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1664
1991 if (!was_destroyed (arrow, tag)) 1665 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1666 move_arrow (arrow);
1993 1667
1994 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1995 { 1669 {
1996 if (was_destroyed (left, left_tag)) 1670 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1998 else 1672 else
1999 esrv_send_item (op, left); 1673 esrv_send_item (op, left);
2000 } 1674 }
1675
2001 return 1; 1676 return 1;
2002} 1677}
2003 1678
2004/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1680 * account the special fire modes players can have
2013{ 1688{
2014 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
2015 1690
2016 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
2017 { 1692 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1694 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1696 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1698 wcmod = -1;
1699
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1701 }
2026 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
2027 { 1703 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1709 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1713 }
2039 else 1714 else
2040 { 1715 {
2041 /* Simple case */ 1716 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1718 }
1719
2044 return ret; 1720 return ret;
2045} 1721}
2046
2047 1722
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2050 */ 1725 */
2051void 1726void
2052fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2053{ 1728{
2054 object *item; 1729 object *item = op->contr->ranged_ob;
2055 1730
2056 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2057 { 1732 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1734 return;
2060 } 1735 }
2061 1736
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1737 if (!item->inv)
2064 { 1738 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1740 return;
2067 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2068 if (item->type == WAND) 1746 if (item->type == WAND)
2069 { 1747 {
2070 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2071 { 1749 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2074 return; 1753 return;
2075 } 1754 }
2076 } 1755 }
2077 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2078 { 1757 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1759 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2082 if (item->type == ROD) 1762 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1764 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2086 return; 1767 return;
2087 } 1768 }
2088 } 1769 }
2089 1770
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2097 object *tmp; 1778 object *tmp;
2098 1779
2099 if (item->arch) 1780 if (item->arch)
2100 { 1781 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2103 item->speed = 0; 1784 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1785 }
1786
2106 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1789 }
2109 } 1790 }
2110 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1792 drain_rod_charge (item);
2113 }
2114 } 1793 }
2115} 1794}
2116 1795
2117/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2118 */ 1797 */
2119void 1798bool
2120fire (object *op, int dir) 1799fire (object *op, int dir)
2121{ 1800{
2122 int spellcost = 0; 1801 int spellcost = 0;
2123 1802
2124 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2126 make_visible (op); 1805 make_visible (op);
2127 1806
2128 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2129 { 1813 }
2130 case range_none:
2131 return;
2132 1814
2133 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2134 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2135 return; 1832 break;
2136 1833
2137 case range_magic: /* Casting spells */ 1834 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1836 break;
2140 1837
2141 case range_misc: 1838 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1839 apply_map_builder (op, dir);
2167 return; 1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
2168 default: 1846 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1847 fire_misc_object (op, dir);
2170 return; 1848 break;
2171 } 1849 }
2172}
2173 1850
2174 1851 return true;
1852}
2175 1853
2176/* find_key 1854/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1859 * pl is the player,
2182 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2185 */ 1863 */
2186
2187object * 1864object *
2188find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2189{ 1866{
2190 object *tmp, *key; 1867 object *tmp, *key;
2191 1868
2192 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1870 if (!container->inv)
2194 return NULL; 1871 return 0;
2195 1872
2196 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1875 {
2199 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1877 break;
2201 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2203 */ 1880 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1882 break;
2206 } 1883 }
1884
2207 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1888 * a key, return
2211 */ 1889 */
2212 if (!tmp) 1890 if (!tmp)
2213 { 1891 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1893 {
2216 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1896 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2220 return key; 1898 return key;
2221 } 1899 }
2222 } 1900 }
1901
2223 if (!tmp) 1902 if (!tmp)
2224 return NULL; 1903 return NULL;
2225 } 1904 }
1905
2226 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1907 * see if we actually want to use it
2228 */ 1908 */
2229 if (pl != container) 1909 if (pl != container)
2230 { 1910 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1933 return NULL;
2254 } 1934 }
2255 } 1935 }
1936
2256 return tmp; 1937 return tmp;
2257} 1938}
2258 1939
2259/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1943 * 0 otherwise
2263 */ 1944 */
2264static int 1945static int
2265player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2266{ 1947{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2271 */ 1951 */
2272 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2273 1953
2274 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2275 if (key) 1955 if (key)
2276 { 1956 {
2277 object *container = key->env; 1957 object *container = key->env;
2278 1958
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2281 make_visible (op); 1960 make_visible (op);
1961
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2284 if (door->type == DOOR) 1965 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2289 { 1968 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1971 }
1972
2293 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2296 if (container != op) 1976 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2298 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2299 } 1980 }
2300 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2301 { 1982 {
2302 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 1985 return 1;
2305 } 1986 }
1987
2306 return 0; 1988 return 0;
2307} 1989}
2308 1990
2309/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2314 */ 1996 */
2315 1997bool
2316void
2317move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2318{ 1999{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2000 int on_battleground;
2322 mapstruct *m;
2323 2001
2324 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2326 2004
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2328 2015
2329 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2023 * move_ob uses.
2337 */ 2024 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348 2026
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2030 * on the space
2360 */ 2031 */
2361 while (tmp != NULL) 2032 object *mon;
2362 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2363 if (tmp == op) 2034 {
2364 { 2035 if ((mon->flag [FLAG_ALIVE]
2365 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2366 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp; 2038 && mon != op)
2371 break; 2039 break;
2372 } 2040 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 2041
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2043 return false; /* into a wall */
2380 2044
2381 if (mon->head != NULL)
2382 mon = mon->head; 2045 mon = mon->head_ ();
2383 2046
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2385 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2386 return; 2052 return true;
2053 }
2387 2054
2388 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them. 2060 * and thus will not push them.
2394 */ 2061 */
2395 2062
2396 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2399 */ 2066 */
2400 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2401#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2070 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2072 {
2410 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2074 if (op->contr->braced)
2412 return; 2075 return false;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2414 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2415 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2085 make_visible (op);
2086
2417 return; 2087 return true;
2418 } 2088 }
2089 else
2090 return false;
2091 }
2419 2092
2420 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2096 * attack them either.
2424 */ 2097 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2428 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2102 && !on_battleground))
2430 && mon->contr-> 2103 {
2431 peaceful)) && 2104 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2105 {
2106 --op->speed_left;
2107
2437 if (!op->contr->braced) 2108 if (!op->contr->braced)
2438 { 2109 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2440 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2441 } 2112 }
2442 else 2113 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2115
2446 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2117 make_visible (op);
2448 }
2449 2118
2119 return true;
2120 }
2121 }
2450 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2124 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2454 { 2128 {
2129 --op->speed_left;
2130
2455 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2457 make_visible (op); 2133 make_visible (op);
2458 }
2459 2134
2135 return true;
2136 }
2137 }
2460 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2143 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2146 {
2470 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2148 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2479 2150
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2484 2152
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2499 make_visible (op); 2154 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2155
2504int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2505move_player (object *op, int dir) 2164move_player (object *op, int dir)
2506{ 2165{
2507 int pick; 2166 int pick;
2508 2167
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2169 return 0;
2511 2170
2512 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2514 { 2173 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2175 return 0;
2517 } 2176 }
2518 2177
2519 /* peterm: added following line */ 2178 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2181
2523 op->facing = dir; 2182 op->facing = dir;
2524 2183
2525 if (op->hide) 2184 if (op->hide)
2526 do_hidden_move (op); 2185 do_hidden_move (op);
2527 2186
2187 bool retval;
2188
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2190 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2531 fire (op, dir); 2192 retval = fire (op, dir);
2532 else 2193 else
2533 { 2194 {
2534 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2196 pick = check_pick (op);
2536 } 2197 }
2537 2198
2538 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2200 * server can handle repeat firing.
2540 */ 2201 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2203 op->direction = dir;
2544 }
2545 else 2204 else
2546 {
2547 op->direction = 0; 2205 op->direction = 0;
2548 } 2206
2549 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2209 * for players.
2552 */ 2210 */
2553 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2554 return 0; 2212
2213 return retval;
2555} 2214}
2556 2215
2557/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2217 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2219 * the new speed values for commands.
2561 * 2220 *
2562 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2563 */ 2224 */
2564int 2225bool
2565handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2566{ 2227{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2229 {
2589 flee_player (op); 2230 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2231 {
2593 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2594 return 0; 2235 return true;
2595 } 2236 }
2596 } 2237 else
2597 2238 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2239 }
2609 2240
2610 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2243 * called, so we recheck it here.
2613 */ 2244 */
2614 HandleClient (&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2246 return true;
2617 2247
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2250
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2251 return false;
2634} 2252}
2635 2253
2636int 2254int
2637save_life (object *op) 2255save_life (object *op)
2638{ 2256{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2258 return 0;
2643 2259
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2262 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265
2649 if (op->contr) 2266 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2268
2652 free_object (tmp); 2269 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2654 if (op->stats.hp < 0) 2272 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2656 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2657 op->stats.food = 999; 2276 op->stats.food = 999;
2658 fix_player (op); 2277
2278 op->update_stats ();
2659 return 1; 2279 return 1;
2660 } 2280 }
2281
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2285 return 0;
2665} 2286}
2667/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2668 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2669 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2670 * from. 2291 * from.
2671 */ 2292 */
2672void 2293static void
2673remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2674{ 2295{
2675 object *next;
2676
2677 while (op) 2296 while (op)
2678 { 2297 {
2679 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2299
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2301 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2690 } 2306 }
2691 else if (op->inv) 2307 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2693 op = next; 2310 op = next;
2694 } 2311 }
2695} 2312}
2696 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2697 2320
2698/* 2321/*
2699 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2338 else
2716 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2342 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2345 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2349 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2726 { 2351 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2354 strcat (buf2, buf);
2730 } 2355 }
2356
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2734 return buf2; 2361 return buf2;
2735} 2362}
2736
2737
2738 2363
2739void 2364void
2740do_some_living (object *op) 2365do_some_living (object *op)
2741{ 2366{
2742 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2373 int rate_grace = 2000;
2749 const int max_hp = 1; 2374 const int max_hp = 1;
2750 const int max_sp = 1; 2375 const int max_sp = 1;
2751 const int max_grace = 1; 2376 const int max_grace = 1;
2752 2377
2753 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2759 2396
2760 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2761 { 2398 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2403 else
2768 { 2404 {
2769 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2407 }
2408
2772 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2411 else
2775 { 2412 {
2776 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2415 }
2416
2779 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2419 else
2782 { 2420 {
2783 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2423 }
2786 2424
2787 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2793 op->stats.sp++;
2794 /* dms do not consume food */
2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2796 {
2797 op->stats.food--;
2798 if (op->contr->digestion < 0)
2799 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 }
2829
2830 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2833 { 2428 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2836 if (max_grace > 1) 2432 if (max_grace > 1)
2837 { 2433 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2435 if (over_grace > 0)
2840 { 2436 {
2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2853 } 2449 }
2854 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2855 } 2451 }
2856 2452
2453 if (op->stats.food > 0)
2454 {
2857 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2858 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2859 {
2860 if (op->stats.hp < op->stats.maxhp)
2861 { 2457 {
2862 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2863 /* dms do not consume food */ 2459
2864 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2865 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2866 op->stats.food--; 2467 op->stats.food--;
2468
2867 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2868 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2871 } 2474 }
2872 } 2475
2873 if (max_hp > 1) 2476 if (max_sp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 { 2477 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2879 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2880 } 2496 }
2881 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2882 { 2505 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2884 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885 } 2531 }
2886 else 2532 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 } 2534 }
2890 } 2535 }
2891 2536
2892 /* Digestion */ 2537 /* Digestion */
2893 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2894 { 2539 {
2895#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2542
2902 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2904 else 2544
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906 /* dms do not consume food */ 2545 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2547 op->stats.food--;
2909 } 2548 }
2910 }
2911 2549
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2551 {
2914 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2915 2553
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2555 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2921 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2563 break;
2926 } 2564 }
2927 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2928 flesh = tmp; 2566 flesh = tmp;
2929 } /* End if paid for object */ 2567 } /* End if paid for object */
2930 } /* end of for loop */ 2568 } /* end of for loop */
2569
2931 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2571 * eat flesh instead.
2933 */ 2572 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2574 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2938 } 2581 {
2939 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2940 2585
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2942 op->stats.food++, op->stats.hp--;
2943
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2945 kill_player (op); 2587 kill_player (op);
2588 }
2946} 2589}
2947
2948
2949 2590
2950/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2594 * file.
2957{ 2598{
2958 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2959 int x, y; 2600 int x, y;
2960 2601
2961 //int i; 2602 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2603 maptile *map; /* this is for resurrection */
2963 2604
2964 /* int z; 2605 /* int z;
2965 int num_stats_lose; 2606 int num_stats_lose;
2966 int lost_a_stat; 2607 int lost_a_stat;
2967 int lose_this_stat; 2608 int lose_this_stat;
2971 object *tmp; 2612 object *tmp;
2972 2613
2973 if (save_life (op)) 2614 if (save_life (op))
2974 return; 2615 return;
2975 2616
2976
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2980 */ 2620 */
2981 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2982 { 2622 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2625
2986 /* restore player */ 2626 /* restore player */
2987 at = find_archetype ("poisoning"); 2627 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2629 {
2991 remove_ob (tmp); 2630 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2632 }
2995 2633
2996 at = find_archetype ("confusion"); 2634 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2636 {
3000 remove_ob (tmp); 2637 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2639 }
3004 2640
3005 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2644 op->stats.food = 999;
3009 2645
3010 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2648 {
3014 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2650 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2654 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2658 }
3025 2659
3026 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2662 op->contr->braced = 0;
3033 2667
3034 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
3035 2669
3036 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
3037 { 2671 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3047 } 2674 }
3048 else 2675 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
3058 } 2677
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3060 2679
3061 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3062 x = op->x; 2681 x = op->x;
3063 y = op->y; 2682 y = op->y;
3064 map = op->map; 2683 map = op->map;
3065 2684
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3072 */ 2688 */
3073 2689
3074 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2692 * of death.
3077 */ 2693 */
3078#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3080 { 2696 {
3081 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2699 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2702 little bit harder. */
3087 /* GD */ 2703 /* GD */
3088 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2705 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2706 else
3094 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3095 num_stats_lose = 1; 2710 num_stats_lose = 1;
3096 } 2711
3097 lost_a_stat = 0; 2712 lost_a_stat = 0;
3098 2713
3099 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3100 { 2715 {
3101 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3102 2717
3103 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3104 { 2738 {
3105 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3106 * what he lost. 2740 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2741 }
3115 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3116 { 2744 {
3117 /* deplete a stat */ 2745 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3119 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3120 2748 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2749 {
3124 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3126 } 2752
3127 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2759 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2760 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2762 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2763 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2764 else
3169 if (this_stat >= -50)
3170 { 2765 {
3171 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2771 }
3177 } 2772 }
3178 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3179 } 2792 }
2793 }
2794 }
3180 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2796 if (!lost_a_stat)
3182 { 2797 {
3183 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3186 2801
3187 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2804 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2806 }
2807#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2809#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2810
3195 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2812 * exp loss on the stone.
3197 */ 2813 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2816 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3203 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); 2819 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);
3204 tmp->msg = buf; 2820 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2823
3208 /**************************************/ 2824 /**************************************/
3209 /* */ 2825 /* */
3210 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3213 /* */ 2829 /* */
3214
3215 /**************************************/ 2830 /**************************************/
3216 2831
3217 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2833 /* restore player */
3219 at = find_archetype ("poisoning"); 2834 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
2836
3221 if (tmp) 2837 if (tmp)
3222 { 2838 {
3223 remove_ob (tmp); 2839 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2841 }
3227 2842
3228 at = find_archetype ("confusion"); 2843 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2845 if (tmp)
3231 { 2846 {
3232 remove_ob (tmp); 2847 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2849 }
2850
3236 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3237 2852
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3241 op->stats.food = 900; 2856 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2860
3246 /* 2861 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3249 * in the map. 2864 */
3250 */ 2865 op->drop_unpaid_items ();
3251 2866
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/ 2867 /****************************************/
3256 /* */ 2868 /* */
3257 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3259 /* */ 2871 /* */
3260
3261 /****************************************/ 2872 /****************************************/
3262 2873
3263 enter_player_savebed (op); 2874 enter_player_savebed (op);
3264 2875
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2876 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2877
3271 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2881 * on the space that might harm the player.
3275 */ 2882 */
3276 will_kill_again = 0; 2883 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3281 } 2887
3282 if (will_kill_again) 2888 if (will_kill_again)
3283 { 2889 {
3284 object *force; 2890 object *force;
3285 int at; 2891 int at;
3286 2892
3287 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2895 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2900 force->resist[at] = 100;
3296 } 2901
3297 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3298 fix_player (op); 2903 op->update_stats ();
3299 2904
3300 } 2905 }
3301 2906
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2908}
3380
3381 2909
3382void 2910void
3383loot_object (object *op) 2911loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3386 2914
3387 if (op->container) 2915 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2916
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3393 { 2918 {
3394 next = tmp->below; 2919 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3396 continue; 2922 continue;
3397 remove_ob (tmp); 2923
2924 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3399 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2929
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2931 {
3405 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3406 { 2933 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2935 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2936 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2937 }
3411 else 2938 else
3412 free_object (tmp); 2939 tmp->destroy ();
3413 } 2940 }
3414 else 2941 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2943 }
3417} 2944}
3419/* 2946/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2949 * was changed.
3423 */ 2950 */
3424
3425void 2951void
3426fix_weight (void) 2952fix_weight (void)
3427{ 2953{
3428 player *pl; 2954 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2955 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2957
3434 if (old == sum) 2958 if (old == sum)
3435 continue; 2959 continue;
3436 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2962 }
3439} 2963}
3440 2964
3441void 2965void
3442fix_luck (void) 2966fix_luck (void)
3443{ 2967{
3444 player *pl; 2968 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3449} 2971}
3450
3451 2972
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3455 */ 2976 */
3456
3457void 2977void
3458cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3459{ 2979{
3460 object *skop, *spob; 2980 object *skop, *spob;
3461 2981
3482 if (op->type == PLAYER) 3002 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3004
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3005 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3006
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3007 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3008}
3491 3009
3492void 3010void
3493make_visible (object *op) 3011make_visible (object *op)
3494{ 3012{
3495 op->hide = 0; 3013 op->hide = 0;
3496 op->invisible = 0; 3014 op->invisible = 0;
3015
3497 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3498 { 3017 {
3499 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3501 } 3020 }
3021
3502 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3503} 3023}
3504 3024
3505int 3025int
3506is_true_undead (object *op) 3026is_true_undead (object *op)
3507{ 3027{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3029 return 1;
3512 3030
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3031 return 0;
3519} 3032}
3520 3033
3521/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3523 * indicate greater hideability. 3036 * indicate greater hideability.
3524 */ 3037 */
3525
3526int 3038int
3527hideability (object *ob) 3039hideability (object *ob)
3528{ 3040{
3529 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3530 sint16 x, y; 3042 sint16 x, y;
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3080 */
3569
3570void 3081void
3571do_hidden_move (object *op) 3082do_hidden_move (object *op)
3572{ 3083{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3085 object *skop;
3578 3089
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3091
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3585 { 3095 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3097 make_visible (op);
3588 return; 3098 return;
3589 } 3099 }
3590 else 3100 else
3591 num += 20; 3101 num += 20;
3592 } 3102
3593 num += op->map->difficulty; 3103 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3105 num -= hide;
3106
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3108 {
3598 make_visible (op); 3109 make_visible (op);
3599 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3112 }
3602 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3115}
3607 3116
3608/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3609 3118
3610int 3119int
3611stand_near_hostile (object *who) 3120stand_near_hostile (object *who)
3612{ 3121{
3613 object *tmp = NULL; 3122 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3124 maptile *m;
3616 sint16 x, y; 3125 sint16 x, y;
3617 3126
3618 if (!who) 3127 if (!who)
3619 return 0; 3128 return 0;
3620 3129
3637 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3638 continue; 3147 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3149 continue;
3641 3150
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3152 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3154 return 1;
3646 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3647 { 3156 {
3658 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3664 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3666 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t. 3176 * -b.t.
3668 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3669 */ 3178 */
3670
3671int 3179int
3672player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3673{ 3181{
3674 rv_vector rv; 3182 rv_vector rv;
3675 int dx, dy; 3183 int dx, dy;
3677 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3678 { 3186 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3188 return -1;
3681 } 3189 }
3190
3682 if (!pl || !op) 3191 if (!pl || !op)
3683 return 0; 3192 return 0;
3684 3193
3685 if (op->head)
3686 {
3687 op = op->head; 3194 op = op->head_ ();
3688 } 3195
3689 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3690 3197
3691 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3199 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3694 * a blocked los square. 3201 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3696 */ 3203 */
3697 while (op) 3204 while (op)
3698 { 3205 {
3699 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3701 3208
3702 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3211 * for any meaningful values.
3705 */ 3212 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3216 return 1;
3217
3710 op = op->more; 3218 op = op->more;
3711 } 3219 }
3220
3712 return 0; 3221 return 0;
3713} 3222}
3714 3223
3715/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3719 * return 0. 3228 * return 0.
3720 */ 3229 */
3721int 3230int
3722action_makes_visible (object *op) 3231action_makes_visible (object *op)
3723{ 3232{
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 { 3234 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0; 3236 return 0;
3729 3237
3735 { 3243 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737 return 1; 3245 return 1;
3738 } 3246 }
3739 } 3247 }
3248
3740 return 0; 3249 return 0;
3741} 3250}
3742 3251
3743/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3749 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */ 3259 */
3751int 3260int
3752op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3753{ 3262{
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3763 { 3270 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 { 3272 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3768 { 3277 {
3769 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 { 3280 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3775 { 3282 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3777 { 3284 {
3778 if (x != NULL && y != NULL) 3285 if (x && y)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3780 return 1; 3288 return 1;
3781 } 3289 }
3782 } 3290 }
3783 } 3291 }
3292
3784 if (x != NULL && y != NULL) 3293 if (x && y)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3786 return 1; 3296 return 1;
3787 } 3297 }
3788 } 3298 }
3789 } 3299 }
3300
3790 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3791 return 0; 3302 return 0;
3792} 3303}
3793 3304
3794/* 3305/*
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3322 int i = 0, j = 0;
3812 3323
3813 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3816 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3818 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3820 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3822 3333
3823 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3824 return; 3335 return;
3825 3336
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3338
3828 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3829 { 3340 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3342 return;
3832 } 3343 }
3833 3344
3834 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3346 item = tr->item;
3836 3347
3837 if (item->type == SPELL) 3348 if (item->type == SPELL)
3838 { 3349 {
3839 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3840 return; 3351 return;
3899 { 3410 {
3900 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3412 object *skin;
3902 3413
3903 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3905 if (skin == NULL) 3418 if (!skin)
3906 return; 3419 return;
3907 3420
3908 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3423 {
3955 * not readied. 3468 * not readied.
3956 */ 3469 */
3957void 3470void
3958player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3959{ 3472{
3960 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3961 3475
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3963 { 3477 pl->combat_ob = 0;
3478
3964 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3965 { 3480 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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