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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 1.171 by root, Sat Sep 8 07:06:51 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 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
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 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
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 { 2114 op->statusmsg ("You withhold your attack");
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2115
2445 }
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.
2954 */ 2595 */
2955void 2596void
2956kill_player (object *op) 2597kill_player (object *op)
2957{ 2598{
2599 int x, y;
2958 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2959 int x, y;
2960
2961 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2963
2964 /* int z;
2965 int num_stats_lose;
2966 int lost_a_stat;
2967 int lose_this_stat;
2968 int this_stat; */
2969 int will_kill_again; 2602 int will_kill_again;
2970 archetype *at; 2603 archetype *at;
2971 object *tmp; 2604 object *tmp;
2972 2605
2973 if (save_life (op)) 2606 if (save_life (op))
2974 return; 2607 return;
2975
2976 2608
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* 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. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2980 */ 2612 */
2982 { 2614 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2615 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..."); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2617
2986 /* restore player */ 2618 /* restore player */
2987 at = find_archetype ("poisoning"); 2619 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2621 {
2991 remove_ob (tmp); 2622 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2624 }
2995 2625
2996 at = find_archetype ("confusion"); 2626 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2628 {
3000 remove_ob (tmp); 2629 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2631 }
3004 2632
3005 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2636 op->stats.food = 999;
3009 2637
3010 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2640 {
3014 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
3015 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
3016 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
3019 tmp->msg = buf; 2646 );
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2650 }
3025 2651
3026 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2654 op->contr->braced = 0;
3032 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
3033 2659
3034 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
3035 2661
3036 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
3037 {
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);
3046 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2667 /* save the map location for corpse, gravestone */
2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2671
2672 /* NOT_PERMADEATH code. This basically brings the character back to
2673 * life if they are dead - it takes some exp and a random stat.
2674 * See the config.h file for a little more in depth detail about this.
2675 */
2676
2677 /* Basically two ways to go - remove a stat permanently, or just
2678 * make it depletion. This bunch of code deals with that aspect
2679 * of death.
2680 */
2681#ifndef COZY_SERVER
2682 if (settings.balanced_stat_loss)
2683 {
2684 /* If stat loss is permanent, lose one stat only. */
2685 /* Lower level chars don't lose as many stats because they suffer
2686 more if they do. */
2687 /* Higher level characters can afford things such as potions of
2688 restoration, or better, stat potions. So we slug them that
2689 little bit harder. */
2690 /* GD */
2691 if (settings.stat_loss_on_death)
2692 num_stats_lose = 1;
2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3047 } 2695 }
3048 else 2696 else
3049 { 2697 num_stats_lose = 1;
3050 if (op->contr->explore) 2698
3051 { 2699 lost_a_stat = 0;
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2700
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2701 for (z = 0; z < num_stats_lose; z++)
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name);
3058 } 2702 {
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 i = RANDOM () % NUM_STATS;
3060 2704
3061 /* save the map location for corpse, gravestone */
3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
3065
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * 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.
3072 */
3073
3074 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect
3076 * of death.
3077 */
3078#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */
3084 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */
3087 /* GD */
3088 if (settings.stat_loss_on_death) 2705 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2706 {
3090 else 2707 /* Pick a random stat and take a point off it. Tell the player
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2708 * what he lost.
2709 */
2710 change_attr_value (&(op->stats), i, -1);
2711 check_stat_bounds (&(op->stats));
2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2713 check_stat_bounds (&(op->contr->orig_stats));
2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2715 lost_a_stat = 1;
3092 } 2716 }
3093 else 2717 else
3094 { 2718 {
3095 num_stats_lose = 1; 2719 /* deplete a stat */
3096 } 2720 archetype *deparch = archetype::find ("depletion");
3097 lost_a_stat = 0; 2721 object *dep;
3098 2722
3099 for (z = 0; z < num_stats_lose; z++) 2723 dep = present_arch_in_ob (deparch, op);
3100 { 2724 if (!dep)
3101 i = RANDOM () % NUM_STATS;
3102
3103 if (settings.stat_loss_on_death)
3104 { 2725 {
3105 /* Pick a random stat and take a point off it. Tell the player 2726 dep = arch_to_object (deparch);
3106 * what he lost. 2727 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 } 2728 }
3115 else 2729 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss)
3116 { 2731 {
3117 /* deplete a stat */ 2732 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2733 /* Get the stat that we're about to deplete. */
3119 object *dep; 2734 this_stat = get_attr_value (&(dep->stats), i);
3120 2735 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2736 {
3124 dep = arch_to_object (deparch); 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2738 int keep_chance = this_stat * this_stat;
3126 } 2739
3127 lose_this_stat = 1; 2740 /* 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) 2741 if (keep_chance < 1)
2742 keep_chance = 1;
2743
2744 /* There is a maximum depletion total per level. */
2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2746 {
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; 2747 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2749 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 } 2750 }
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 */ 2751 else
3169 if (this_stat >= -50)
3170 { 2752 {
3171 change_attr_value (&(dep->stats), i, -1); 2753 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; 2754 lose_this_stat = 0;
2755 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2756 this_stat, keep_chance, loss_chance,
2757 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2758 }
3177 } 2759 }
3178 } 2760 }
2761
2762 if (lose_this_stat)
2763 {
2764 this_stat = get_attr_value (&(dep->stats), i);
2765 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a
2769 * difference.
2770 */
2771 if (this_stat >= -50)
2772 {
2773 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats ();
2777 lost_a_stat = 1;
2778 }
3179 } 2779 }
2780 }
2781 }
3180 /* If no stat lost, tell the player. */ 2782 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2783 if (!lost_a_stat)
3182 { 2784 {
3183 /* determine_god() seems to not work sometimes... why is this? 2785 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2786 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2787 const char *god = determine_god (op);
3186 2788
3187 if (god && (strcmp (god, "none"))) 2789 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); 2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2791 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2793 }
2794#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2796#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 2797
3195 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2799 * exp loss on the stone.
3197 */ 2800 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2803 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2805 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); 2806 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; 2807 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2808 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2810
3208 /**************************************/ 2811 /**************************************/
3209 /* */ 2812 /* */
3210 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
3213 /* */ 2816 /* */
3214
3215 /**************************************/ 2817 /**************************************/
3216 2818
3217 /* remove any poisoning and confusion the character may be suffering. */ 2819 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2820 /* restore player */
3219 at = find_archetype ("poisoning"); 2821 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
2823
3221 if (tmp) 2824 if (tmp)
3222 { 2825 {
3223 remove_ob (tmp); 2826 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2828 }
3227 2829
3228 at = find_archetype ("confusion"); 2830 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2831 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2832 if (tmp)
3231 { 2833 {
3232 remove_ob (tmp); 2834 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2836 }
2837
3236 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
3237 2839
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3241 op->stats.food = 900; 2843 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2847
3246 /* 2848 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2849 * 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 2850 * and put them back in the map.
3249 * in the map. 2851 */
3250 */ 2852 op->drop_unpaid_items ();
3251 2853
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/ 2854 /****************************************/
3256 /* */ 2855 /* */
3257 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3259 /* */ 2858 /* */
3260
3261 /****************************************/ 2859 /****************************************/
3262 2860
3263 enter_player_savebed (op); 2861 enter_player_savebed (op);
3264 2862
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2863 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2864
3271 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2868 * on the space that might harm the player.
3275 */ 2869 */
3276 will_kill_again = 0; 2870 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2871 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
3281 } 2874
3282 if (will_kill_again) 2875 if (will_kill_again)
3283 { 2876 {
3284 object *force; 2877 object *force;
3285 int at; 2878 int at;
3286 2879
3287 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2882 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2887 force->resist[at] = 100;
3296 } 2888
3297 insert_ob_in_ob (force, op); 2889 insert_ob_in_ob (force, op);
3298 fix_player (op); 2890 op->update_stats ();
3299 2891
3300 } 2892 }
3301 2893
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."); 2894 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} 2895}
3380
3381 2896
3382void 2897void
3383loot_object (object *op) 2898loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3386 2901
3387 if (op->container) 2902 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2903
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3393 { 2905 {
3394 next = tmp->below; 2906 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2907
2908 if (tmp->invisible)
3396 continue; 2909 continue;
3397 remove_ob (tmp); 2910
2911 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3399 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2916
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2918 {
3405 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3406 { 2920 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2922 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2924 }
3411 else 2925 else
3412 free_object (tmp); 2926 tmp->destroy ();
3413 } 2927 }
3414 else 2928 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2930 }
3417} 2931}
3419/* 2933/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2936 * was changed.
3423 */ 2937 */
3424
3425void 2938void
3426fix_weight (void) 2939fix_weight (void)
3427{ 2940{
3428 player *pl; 2941 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2942 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2944
3434 if (old == sum) 2945 if (old == sum)
3435 continue; 2946 continue;
3436 fix_player (pl->ob); 2947 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2949 }
3439} 2950}
3440 2951
3441void 2952void
3442fix_luck (void) 2953fix_luck (void)
3443{ 2954{
3444 player *pl; 2955 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2957 pl->ob->change_luck (0);
3449} 2958}
3450
3451 2959
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3455 */ 2963 */
3456
3457void 2964void
3458cast_dust (object *op, object *throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3459{ 2966{
3460 object *skop, *spob; 2967 object *skop, *spob;
3461 2968
3482 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2990 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 2991
3485 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3486 2993
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 2995}
3491 2996
3492void 2997void
3493make_visible (object *op) 2998make_visible (object *op)
3494{ 2999{
3495 op->hide = 0; 3000 op->hide = 0;
3496 op->invisible = 0; 3001 op->invisible = 0;
3002
3497 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3498 { 3004 {
3499 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3501 } 3007 }
3008
3502 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3503} 3010}
3504 3011
3505int 3012int
3506is_true_undead (object *op) 3013is_true_undead (object *op)
3507{ 3014{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3016 return 1;
3512 3017
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; 3018 return 0;
3519} 3019}
3520 3020
3521/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3523 * indicate greater hideability. 3023 * indicate greater hideability.
3524 */ 3024 */
3525
3526int 3025int
3527hideability (object *ob) 3026hideability (object *ob)
3528{ 3027{
3529 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3530 sint16 x, y; 3029 sint16 x, y;
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3067 */
3569
3570void 3068void
3571do_hidden_move (object *op) 3069do_hidden_move (object *op)
3572{ 3070{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3072 object *skop;
3578 3076
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3078
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3585 { 3082 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3084 make_visible (op);
3588 return; 3085 return;
3589 } 3086 }
3590 else 3087 else
3591 num += 20; 3088 num += 20;
3592 } 3089
3593 num += op->map->difficulty; 3090 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3092 num -= hide;
3093
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3095 {
3598 make_visible (op); 3096 make_visible (op);
3599 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3099 }
3602 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3102}
3607 3103
3608/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3609 3105
3610int 3106int
3611stand_near_hostile (object *who) 3107stand_near_hostile (object *who)
3612{ 3108{
3613 object *tmp = NULL; 3109 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3111 maptile *m;
3616 sint16 x, y; 3112 sint16 x, y;
3617 3113
3618 if (!who) 3114 if (!who)
3619 return 0; 3115 return 0;
3620 3116
3637 if (mflags & P_OUT_OF_MAP) 3133 if (mflags & P_OUT_OF_MAP)
3638 continue; 3134 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3136 continue;
3641 3137
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3139 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3141 return 1;
3646 else if (tmp->type == PLAYER) 3142 else if (tmp->type == PLAYER)
3647 { 3143 {
3658 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3664 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible 3161 * 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. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t. 3163 * -b.t.
3668 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3669 */ 3165 */
3670
3671int 3166int
3672player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3673{ 3168{
3674 rv_vector rv; 3169 rv_vector rv;
3675 int dx, dy; 3170 int dx, dy;
3677 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3678 { 3173 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3175 return -1;
3681 } 3176 }
3177
3682 if (!pl || !op) 3178 if (!pl || !op)
3683 return 0; 3179 return 0;
3684 3180
3685 if (op->head)
3686 {
3687 op = op->head; 3181 op = op->head_ ();
3688 } 3182
3689 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3690 3184
3691 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3186 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3694 * a blocked los square. 3188 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3696 */ 3190 */
3697 while (op) 3191 while (op)
3698 { 3192 {
3699 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3701 3195
3702 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3198 * for any meaningful values.
3705 */ 3199 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3203 return 1;
3204
3710 op = op->more; 3205 op = op->more;
3711 } 3206 }
3207
3712 return 0; 3208 return 0;
3713} 3209}
3714 3210
3715/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3719 * return 0. 3215 * return 0.
3720 */ 3216 */
3721int 3217int
3722action_makes_visible (object *op) 3218action_makes_visible (object *op)
3723{ 3219{
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 { 3221 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0; 3223 return 0;
3729 3224
3735 { 3230 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737 return 1; 3232 return 1;
3738 } 3233 }
3739 } 3234 }
3235
3740 return 0; 3236 return 0;
3741} 3237}
3742 3238
3743/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile, 3240 * 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 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */ 3246 */
3751int 3247int
3752op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3753{ 3249{
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid: 3250 /* 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), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3763 { 3257 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 { 3259 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3768 { 3264 {
3769 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 { 3267 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3775 { 3269 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3777 { 3271 {
3778 if (x != NULL && y != NULL) 3272 if (x && y)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3780 return 1; 3275 return 1;
3781 } 3276 }
3782 } 3277 }
3783 } 3278 }
3279
3784 if (x != NULL && y != NULL) 3280 if (x && y)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3786 return 1; 3283 return 1;
3787 } 3284 }
3788 } 3285 }
3789 } 3286 }
3287
3790 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3791 return 0; 3289 return 0;
3792} 3290}
3793 3291
3794/* 3292/*
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3309 int i = 0, j = 0;
3812 3310
3813 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3816 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3818 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3820 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3822 3320
3823 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3824 return; 3322 return;
3825 3323
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3325
3828 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3829 { 3327 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3329 return;
3832 } 3330 }
3833 3331
3834 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3333 item = tr->item;
3836 3334
3837 if (item->type == SPELL) 3335 if (item->type == SPELL)
3838 { 3336 {
3839 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3840 return; 3338 return;
3899 { 3397 {
3900 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3399 object *skin;
3902 3400
3903 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3403 ;
3404
3905 if (skin == NULL) 3405 if (!skin)
3906 return; 3406 return;
3907 3407
3908 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3410 {
3955 * not readied. 3455 * not readied.
3956 */ 3456 */
3957void 3457void
3958player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3959{ 3459{
3960 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3961 3462
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3963 { 3464 pl->combat_ob = 0;
3465
3964 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3965 { 3467 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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