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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
372}
373
374player::~player ()
375{
376 /* Clear item stack */
377 free (stack_items);
378}
379
328/* Tries to add player on the connection passwd in ns. 380/* 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 381 * All we can really get in this is some settings like host and display
330 * mode. 382 * mode.
331 */ 383 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 384player *
385player::create ()
386{
387 player *pl = new player;
337 388
338 p = get_player (NULL); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 390
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 391 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 392 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 393 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)); 394
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); 395 set_first_map (pl->ob);
350 396
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; 397 return pl;
358} 398}
359 399
360/* 400/*
361 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
364 */ 404 */
365archetype * 405archetype *
366get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
367{ 407{
368 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 409
370 for (;;) 410 for (;;)
371 { 411 {
372 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
373 at = first_archetype; 413 i = archetypes.begin ();
374 else 414 else if (*i == at)
375 at = at->next; 415 cleanup ("not a single player archetype found");
416
376 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
377 return at; 418 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 419 }
384} 420}
385
386 421
387object * 422object *
388get_nearest_player (object *mon) 423get_nearest_player (object *mon)
389{ 424{
390 object *op = NULL; 425 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 426 objectlink *ol;
393 unsigned lastdist; 427 unsigned lastdist;
394 rv_vector rv; 428 rv_vector rv;
395 429
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 433 continue;
426 434
427 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
428 { 436 {
429 op = ol->ob; 437 op = ol->ob;
430 lastdist = rv.distance; 438 lastdist = rv.distance;
431 } 439 }
432 } 440 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 441
434 { 442 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
439 { 445 {
440 op = pl->ob; 446 op = pl->ob;
441 lastdist = rv.distance; 447 lastdist = rv.distance;
442 } 448 }
443 } 449
444 }
445#if 0 450#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 452#endif
448 return op; 453 return op;
449} 454}
467 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 474 * is probably not a good thing.
470 */ 475 */
471#define MAX_SPACES 50 476#define MAX_SPACES 50
472
473 477
474/* 478/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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) 500path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 501{
498 rv_vector rv; 502 rv_vector rv;
499 sint16 x, y; 503 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 505 maptile *m, *lastmap;
502 506
503 get_rangevector (mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
504 508
505 if (rv.distance < mindiff) 509 if (rv.distance < mindiff)
506 return 0; 510 return 0;
508 x = mon->x; 512 x = mon->x;
509 y = mon->y; 513 y = mon->y;
510 m = mon->map; 514 m = mon->map;
511 dir = rv.direction; 515 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 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); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
514 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 520 if (diff > max)
516 return 0; 521 return 0;
522
517 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
518 { 524 {
519 lastx = x; 525 lastx = x;
520 lasty = y; 526 lasty = y;
521 lastmap = m; 527 lastmap = m;
603 max--; 609 max--;
604 lastdir = dir; 610 lastdir = dir;
605 if (!firstdir) 611 if (!firstdir)
606 firstdir = dir; 612 firstdir = dir;
607 } 613 }
614
608 if (diff <= 1) 615 if (diff <= 1)
609 { 616 {
610 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 618 * headed toward player for entire distance.
612 */ 619 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 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); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 622 }
623
616 if (diff > max) 624 if (diff > max)
617 return 0; 625 return 0;
618 } 626 }
627
619 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
620 if (!max) 629 if (!max)
621 return 0; 630 return 0;
622 631
623 return firstdir; 632 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 663 {
655 remove_ob (op); 664 op->destroy ();
656 free_object (op);
657 continue; 665 continue;
658 } 666 }
659 } 667 }
660 668
661 /* This really needs to be better - we should really give 669 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 680 if (tmp->type == op->type && tmp->name == op->name)
673 break; 681 break;
674 682
675 if (tmp) 683 if (tmp)
676 { 684 {
677 remove_ob (op); 685 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 687 continue;
681 } 688 }
689
682 if (op->nrof > 1) 690 if (op->nrof > 1)
683 op->nrof = 1; 691 op->nrof = 1;
684 } 692 }
685 693
686 if (op->type == SPELLBOOK && op->inv) 694 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 708 }
701 if (op->type == SPELL) 709 if (op->type == SPELL)
702 { 710 {
703 remove_ob (op); 711 op->destroy ();
704 free_object (op);
705 continue; 712 continue;
706 } 713 }
707 else if (op->type == SKILL) 714 else if (op->type == SKILL)
708 { 715 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
719 link_player_skills (pl); 726 link_player_skills (pl);
720} 727}
721 728
722void 729void
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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
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 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 730get_party_password (object *op, partylist *party)
807{ 731{
808 if (party == NULL) 732 if (party == NULL)
809 { 733 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 735 return;
812 } 736 }
737
813 op->contr->write_buf[0] = '\0'; 738 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 742}
818
819 743
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 745static int
822roll_stat (void) 746roll_stat (void)
823{ 747{
824 int a[4], i, j, k; 748 int a[4], i, j, k;
825 749
826 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
828 752
829 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 754 if (a[i] < k)
831 k = a[i], j = i; 755 k = a[i], j = i;
832 756
833 for (i = 0, k = 0; i < 4; i++) 757 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 758 if (i != j)
836 k += a[i]; 759 k += a[i];
837 } 760
838 return k; 761 return k;
839} 762}
840 763
841void 764void
842roll_stats (object *op) 765object::roll_stats ()
843{ 766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
844 int sum = 0; 771 int sum = 0;
845 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
847 774
848 do 775 if (sum >= 82 && sum <= 116)
776 break;
849 { 777 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 778
861 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 781
870 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
871 do 783 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 784
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 785 stats.exp = 0;
906 op->stats.ac = 0; 786 stats.ac = 0;
907 787
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 788 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
916 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
917} 800}
918 801
919void 802void
920Roll_Again (object *op) 803object::swap_stats (int a, int b)
921{ 804{
922 esrv_new_player (op->contr, 0); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 806
927void 807 for (int i = 0; i < NUM_STATS; ++i)
928Swap_Stat (object *op, int Swap_Second) 808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
818 stats.hp = stats.maxhp;
819 stats.sp = stats.maxsp;
820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
828 contr->orig_stats = stats;
829 }
830}
831
832static void
833start_info (object *op)
929{ 834{
930 signed char tmp;
931 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
932 836
933 if (op->contr->Swap_First == -1) 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 841}
1048 842
1049/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
1053 * not the class. 847 * not the class.
1054 */ 848 */
1055 849void
1056int 850player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 851{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
1075 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
1077 861
1078 op->contr->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
1079 863
1080 if (op->msg) 864 if (ob->msg)
1081 op->msg = NULL; 865 ob->msg = 0;
1082 866
1083 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1084 * to save here. 868 * to save here.
1085 */ 869 */
870 {
871 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
1088 875
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 876 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 879 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
1097 fix_player (op); 881 ob->update_stats ();
1098 882
1099 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1100 * is one for this race 884 * is one for this race
1101 */ 885 */
1102 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1103 { 887 {
1104 object *tmp; 888 object *tmp;
1105 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1106 890
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1108 tmp = get_object (); 892 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1114 * default initial map */ 898 * default initial map */
1115 free_object (tmp); 899 tmp->destroy ();
1116 } 900 }
1117 else 901 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 903}
1121 return 0;
1122 }
1123 904
905void
906player::chargen_race_next ()
907{
1124 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1126 */ 910 */
1127 911
1128 tmp_loop = 0; 912 do
1129 while (!tmp_loop)
1130 { 913 {
1131 shstr name = op->name; 914 shstr name = ob->name;
1132 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
1133 916
1134 remove_statbonus (op); 917 ob->remove_statbonus ();
1135 remove_ob (op); 918 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 920 ob->arch->copy_to (ob);
1138 op->instantiate (); 921 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
1141 op->x = x; 924 ob->x = x;
1142 op->y = y; 925 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 928 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 929 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 930 }
931 while (!allowed_class (ob));
1150 932
1151 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 935 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 938 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
1208 play_again (op);
1209 return 1;
1210} 939}
1211 940
1212void 941void
1213flee_player (object *op) 942flee_player (object *op)
1214{ 943{
1244 { 973 {
1245 op->enemy = NULL; 974 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 976 return;
1248 } 977 }
978
1249 get_rangevector (op, op->enemy, &rv, 0); 979 get_rangevector (op, op->enemy, &rv, 0);
1250 980
1251 dir = absdir (4 + rv.direction); 981 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 982 for (diff = 0; diff < 3; diff++)
1253 { 983 {
1254 int m = 1 - (RANDOM () & 2); 984 int m = 1 - (RANDOM () & 2);
1255 985
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 987 return;
1259 }
1260 } 988 }
989
1261 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 992 op->enemy = NULL;
1264} 993}
1265 994
1266
1267/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1268 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1269 * stop. 997 * stop.
1270 */ 998 */
1271int 999int
1272check_pick (object *op) 1000check_pick (object *op)
1273{ 1001{
1274 object *tmp, *next; 1002 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1003 int stop = 0;
1277 int j, k, wvratio; 1004 int wvratio;
1278 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1279
1280 1006
1281 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1283 return 1; 1009 return 1;
1284 1010
1285 op_tag = op->count;
1286
1287 next = op->below; 1011 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1012
1291 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1014 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1294 { 1016 {
1295 tmp = next; 1017 tmp = next;
1296 next = tmp->below; 1018 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1019
1300 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1301 return 0; 1021 return 0;
1302 1022
1303 if (!can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1304 continue; 1024 continue;
1305 1025
1313 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1034 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1035 {
1316 switch (op->contr->mode) 1036 switch (op->contr->mode)
1317 { 1037 {
1318 case 0: 1038 case 0:
1319 return 1; /* don't pick up */ 1039 return 1; /* don't pick up */
1320 case 1: 1040 case 1:
1041 pick_up (op, tmp);
1042 return 1;
1043 case 2:
1044 pick_up (op, tmp);
1045 return 0;
1046 case 3:
1047 return 0; /* stop before pickup */
1048 case 4:
1049 pick_up (op, tmp);
1050 break;
1051 case 5:
1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1057 pick_up (op, tmp);
1322 return 1; 1058 break;
1059
1323 case 2: 1060 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1062 pick_up (op, tmp);
1325 return 0; 1063 break;
1326 case 3: 1064
1327 return 0; /* stop before pickup */ 1065 default:
1328 case 4: 1066 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1069 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1070 }
1351 } 1071 }
1352 else 1072 else
1353 { /* old model */ 1073 { /* old model */
1354 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1358 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1081 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1086 }
1087
1395 /* philosophy: 1088 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1089 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups 1090 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1091 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1092 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1093 * example.
1401 * The drawback: right now it has no frontend, so you need to 1094 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then 1095 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1096 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1130 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1131 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1132 if (tmp->type == FOOD)
1440 { 1133 {
1441 pick_up (op, tmp); 1134 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1135 continue;
1445 } 1136 }
1137
1446 if (op->contr->mode & PU_DRINK) 1138 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1140 {
1449 pick_up (op, tmp); 1141 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1142 continue;
1453 } 1143 }
1454 1144
1455 if (op->contr->mode & PU_POTION) 1145 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1146 if (tmp->type == POTION)
1457 { 1147 {
1458 pick_up (op, tmp); 1148 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1149 continue;
1462 } 1150 }
1463 1151
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1152 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1153 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1154 if (tmp->type == SPELLBOOK)
1467 { 1155 {
1468 pick_up (op, tmp); 1156 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1157 continue;
1472 } 1158 }
1159
1473 if (op->contr->mode & PU_SKILLSCROLL) 1160 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1161 if (tmp->type == SKILLSCROLL)
1475 { 1162 {
1476 pick_up (op, tmp); 1163 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1164 continue;
1480 } 1165 }
1166
1481 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1483 { 1169 {
1484 pick_up (op, tmp); 1170 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1171 continue;
1488 } 1172 }
1489 1173
1490 /* wands/staves/rods/horns */ 1174 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1177 {
1494 pick_up (op, tmp); 1178 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1179 continue;
1498 } 1180 }
1499 1181
1500 /* pick up all magical items */ 1182 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1183 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1185 {
1504 pick_up (op, tmp); 1186 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1187 continue;
1508 } 1188 }
1509 1189
1510 if (op->contr->mode & PU_VALUABLES) 1190 if (op->contr->mode & PU_VALUABLES)
1511 { 1191 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1192 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1193 {
1514 pick_up (op, tmp); 1194 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1195 continue;
1518 } 1196 }
1519 } 1197 }
1520 1198
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1199 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1200 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1201 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1202 {
1525 pick_up (op, tmp); 1203 pick_up (op, tmp);
1204 continue;
1526 if (0) 1205 }
1527 fprintf (stderr, "JEWELS\n"); 1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1528 continue; 1212 continue;
1529 } 1213 }
1530 1214
1531 /* bows and arrows. Bows are good for selling! */ 1215 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1216 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1217 if (tmp->type == BOW)
1534 { 1218 {
1535 pick_up (op, tmp); 1219 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1220 continue;
1539 } 1221 }
1222
1540 if (op->contr->mode & PU_ARROW) 1223 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1224 if (tmp->type == ARROW)
1542 { 1225 {
1543 pick_up (op, tmp); 1226 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1227 continue;
1547 } 1228 }
1548 1229
1549 /* all kinds of armor etc. */ 1230 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1231 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1232 if (tmp->type == ARMOUR)
1552 { 1233 {
1553 pick_up (op, tmp); 1234 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1235 continue;
1557 } 1236 }
1237
1558 if (op->contr->mode & PU_HELMET) 1238 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1239 if (tmp->type == HELMET)
1560 { 1240 {
1561 pick_up (op, tmp); 1241 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1242 continue;
1565 } 1243 }
1244
1566 if (op->contr->mode & PU_SHIELD) 1245 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1246 if (tmp->type == SHIELD)
1568 { 1247 {
1569 pick_up (op, tmp); 1248 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1249 continue;
1573 } 1250 }
1251
1574 if (op->contr->mode & PU_BOOTS) 1252 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1253 if (tmp->type == BOOTS)
1576 { 1254 {
1577 pick_up (op, tmp); 1255 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1256 continue;
1581 } 1257 }
1258
1582 if (op->contr->mode & PU_GLOVES) 1259 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1260 if (tmp->type == GLOVES)
1584 { 1261 {
1585 pick_up (op, tmp); 1262 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1263 continue;
1589 } 1264 }
1265
1590 if (op->contr->mode & PU_CLOAK) 1266 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1267 if (tmp->type == CLOAK)
1592 { 1268 {
1593 pick_up (op, tmp); 1269 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1270 continue;
1597 } 1271 }
1598 1272
1599 /* hoping to catch throwing daggers here */ 1273 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1274 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1276 {
1603 pick_up (op, tmp); 1277 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1278 continue;
1607 } 1279 }
1608 1280
1609 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1611 { 1283 {
1612 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1613 { 1285 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1616 { 1288 {
1617 pick_up (op, tmp); 1289 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1290 continue;
1621 } 1291 }
1622 } 1292 }
1293
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1295 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1626 { 1297 {
1627 pick_up (op, tmp); 1298 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1299 continue;
1631 } 1300 }
1632 } 1301 }
1633 } 1302 }
1634 1303
1635 /* misc stuff that's useful */ 1304 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1305 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1307 {
1639 pick_up (op, tmp); 1308 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1309 continue;
1643 } 1310 }
1644 1311
1645 /* any of the last 4 bits set means we use the ratio for value 1312 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1313 * pickups */
1659 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1660 { 1327 {
1661 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1662 } 1329 }
1663 else 1330 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667#endif 1334#endif
1668 continue; 1335 continue;
1669 } 1336 }
1670 } 1337 }
1671 } /* the new pickup model */ 1338 } /* the new pickup model */
1672 } 1339 }
1340
1673 return !stop; 1341 return !stop;
1674} 1342}
1675 1343
1676/* 1344/*
1677 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1679 * found object is returned. 1347 * found object is returned.
1680 */ 1348 */
1681object * 1349object *
1682find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1683{ 1351{
1684 object *tmp = NULL; 1352 object *tmp = 0;
1685 1353
1686 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1689 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1690 return op; 1358 return splay (op);
1359
1691 return tmp; 1360 return tmp;
1692} 1361}
1693 1362
1694/* 1363/*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1696 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1697 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1698 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */ 1368 */
1700
1701object * 1369object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1371{
1704 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1738 else 1406 else
1739 { 1407 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1409 {
1742 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1745 { 1413 {
1746 tmp = arrow; 1414 tmp = arrow;
1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1748 } 1416 }
1749 } 1417 }
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1419 {
1752 tmp = arrow; 1420 tmp = arrow;
1771 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1440 * op = the shooter
1773 * type = bow->race 1441 * type = bow->race
1774 * dir = fire direction 1442 * dir = fire direction
1775 */ 1443 */
1776
1777object * 1444object *
1778pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1779{ 1446{
1780 object *tmp = NULL; 1447 object *tmp = NULL;
1781 mapstruct *m; 1448 maptile *m;
1782 int i, mflags, found, number; 1449 int i, mflags, found, number;
1783 sint16 x, y; 1450 sint16 x, y;
1784 1451
1785 if (op->map == NULL) 1452 if (op->map == NULL)
1786 return find_arrow (op, type); 1453 return find_arrow (op, type);
1846 */ 1513 */
1847int 1514int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1516{
1850 object *left, *bow; 1517 object *left, *bow;
1851 tag_t left_tag, tag; 1518 int mflags;
1852 int bowspeed, mflags; 1519 maptile *m;
1853 mapstruct *m;
1854 1520
1855 if (!dir) 1521 if (!dir)
1856 { 1522 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1524 return 0;
1859 } 1525 }
1860 if (op->type == PLAYER) 1526
1861 bow = op->contr->ranges[range_bow]; 1527 if (op->contr)
1528 bow = op->current_weapon;
1862 else 1529 else
1863 { 1530 {
1864 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1866 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1871 if (!bow) 1538 if (!bow)
1872 { 1539 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1541 return 0;
1875 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1876 } 1551 }
1552
1877 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1878 { 1554 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1556 return 0;
1881 } 1557 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1558
1891 if (arrow == NULL) 1559 if (arrow == NULL)
1892 { 1560 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1562 {
1895 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1897 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else 1566 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1900 return 0; 1569 return 0;
1901 } 1570 }
1902 } 1571 }
1572
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1574 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1575 return 0;
1907 } 1576
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1578 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1580 return 0;
1912 } 1581 }
1913 1582
1914 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1584 if (arrow->nrof == 0)
1916 { 1585 {
1917 remove_ob (arrow); 1586 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1587 return 0;
1920 } 1588 }
1921 1589
1922 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1592 if (!arrow)
1926 { 1593 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1595 return 0;
1929 } 1596 }
1930 set_owner (arrow, op); 1597
1598 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1600 arrow->direction = dir;
1934 arrow->x = sx; 1601
1935 arrow->y = sy; 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1936 1634
1937 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1938 { 1636 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 wc -= dex_bonus[op->stats.Dex];
1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1972 } 1644 }
1973 else 1645 else
1974 { 1646 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1647 arrow->level = op->level;
1978 } 1648 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1649
1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1980 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1654 }
1982 arrow->slaying = bow->slaying;
1983 1655
1984 arrow->map = m; 1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1985 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1662
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1989 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1665
1992 if (!was_destroyed (arrow, tag)) 1666 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1667 move_arrow (arrow);
1994 1668
1995 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1996 { 1670 {
1997 if (was_destroyed (left, left_tag)) 1671 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1999 else 1673 else
2000 esrv_send_item (op, left); 1674 esrv_send_item (op, left);
2001 } 1675 }
1676
2002 return 1; 1677 return 1;
2003} 1678}
2004 1679
2005/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1681 * account the special fire modes players can have
2014{ 1689{
2015 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
2016 1691
2017 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
2018 { 1693 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2020 } 1695 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1697 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1699 wcmod = -1;
1700
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1702 }
2027 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
2028 { 1704 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2033 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1710 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, 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 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 } 1714 }
2040 else 1715 else
2041 { 1716 {
2042 /* Simple case */ 1717 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 } 1719 }
1720
2045 return ret; 1721 return ret;
2046} 1722}
2047
2048 1723
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
2051 */ 1726 */
2052void 1727void
2053fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
2054{ 1729{
2055 object *item; 1730 object *item = op->contr->ranged_ob;
2056 1731
2057 if (!op->contr->ranges[range_misc]) 1732 if (!item)
2058 { 1733 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return; 1735 return;
2061 } 1736 }
2062 1737
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1738 if (!item->inv)
2065 { 1739 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1741 return;
2068 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
2069 if (item->type == WAND) 1747 if (item->type == WAND)
2070 { 1748 {
2071 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
2072 { 1750 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
2075 return; 1754 return;
2076 } 1755 }
2077 } 1756 }
2078 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
2079 { 1758 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 { 1760 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
2083 if (item->type == ROD) 1763 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1765 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
2087 return; 1768 return;
2088 } 1769 }
2089 } 1770 }
2090 1771
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
2098 object *tmp; 1779 object *tmp;
2099 1780
2100 if (item->arch) 1781 if (item->arch)
2101 { 1782 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
2104 item->speed = 0; 1785 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1786 }
1787
2107 if ((tmp = is_player_inv (item))) 1788 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1790 }
2110 } 1791 }
2111 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1793 drain_rod_charge (item);
2114 }
2115 } 1794 }
2116} 1795}
2117 1796
2118/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
2119 */ 1798 */
2120void 1799bool
2121fire (object *op, int dir) 1800fire (object *op, int dir)
2122{ 1801{
2123 int spellcost = 0; 1802 int spellcost = 0;
2124 1803
2125 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
2127 make_visible (op); 1806 make_visible (op);
2128 1807
2129 switch (op->contr->shoottype) 1808 player *pl = op->contr;
1809
1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
2130 { 1814 }
2131 case range_none:
2132 return;
2133 1815
2134 case range_bow: 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
2135 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
2136 return; 1833 break;
2137 1834
2138 case range_magic: /* Casting spells */ 1835 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2140 return; 1837 break;
2141 1838
2142 case range_misc: 1839 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1840 apply_map_builder (op, dir);
2168 return; 1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
2169 default: 1847 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1848 fire_misc_object (op, dir);
2171 return; 1849 break;
2172 } 1850 }
2173}
2174 1851
2175 1852 return true;
1853}
2176 1854
2177/* find_key 1855/* find_key
2178 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
2179 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1860 * pl is the player,
2183 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
2186 */ 1864 */
2187
2188object * 1865object *
2189find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
2190{ 1867{
2191 object *tmp, *key; 1868 object *tmp, *key;
2192 1869
2193 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1871 if (!container->inv)
2195 return NULL; 1872 return 0;
2196 1873
2197 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1876 {
2200 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1878 break;
2202 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
2204 */ 1881 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1883 break;
2207 } 1884 }
1885
2208 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
2210 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
2211 * a key, return 1889 * a key, return
2212 */ 1890 */
2213 if (!tmp) 1891 if (!tmp)
2214 { 1892 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1894 {
2217 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1897 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
2221 return key; 1899 return key;
2222 } 1900 }
2223 } 1901 }
1902
2224 if (!tmp) 1903 if (!tmp)
2225 return NULL; 1904 return NULL;
2226 } 1905 }
1906
2227 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
2228 * see if we actually want to use it 1908 * see if we actually want to use it
2229 */ 1909 */
2230 if (pl != container) 1910 if (pl != container)
2231 { 1911 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1934 return NULL;
2255 } 1935 }
2256 } 1936 }
1937
2257 return tmp; 1938 return tmp;
2258} 1939}
2259 1940
2260/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1944 * 0 otherwise
2264 */ 1945 */
2265static int 1946static int
2266player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2267{ 1948{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2272 */ 1952 */
2273 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2274 1954
2275 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2276 if (key) 1956 if (key)
2277 { 1957 {
2278 object *container = key->env; 1958 object *container = key->env;
2279 1959
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2282 make_visible (op); 1961 make_visible (op);
1962
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2285 if (door->type == DOOR) 1966 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2290 { 1969 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2292 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1972 }
1973
2294 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2297 if (container != op) 1977 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2299 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2300 } 1981 }
2301 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2302 { 1983 {
2303 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2305 return 1; 1986 return 1;
2306 } 1987 }
1988
2307 return 0; 1989 return 0;
2308} 1990}
2309 1991
2310/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2315 */ 1997 */
2316 1998bool
2317void
2318move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2319{ 2000{
2320 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2001 int on_battleground;
2323 mapstruct *m;
2324 2002
2325 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2327 2005
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2329 2016
2330 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2334 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2335 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2336 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2337 * move_ob uses. 2024 * move_ob uses.
2338 */ 2025 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2026 maptile *m = op->map->xy_find (nx, ny);
2340 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 {
2343 m = get_map_from_coord (op->map, &nx, &ny);
2344 if (!m)
2345 return; /* Don't think this should happen */
2346 }
2347 else
2348 m = op->map;
2349 2027
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return;
2354 }
2355
2356 mon = NULL;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2031 * on the space
2361 */ 2032 */
2362 while (tmp != NULL) 2033 object *mon;
2363 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2364 if (tmp == op) 2035 {
2365 { 2036 if ((mon->flag [FLAG_ALIVE]
2366 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2367 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp; 2039 && mon != op)
2372 break; 2040 break;
2373 } 2041 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378 2042
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2044 return false; /* into a wall */
2381 2045
2382 if (mon->head != NULL)
2383 mon = mon->head; 2046 mon = mon->head_ ();
2384 2047
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2386 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2387 return; 2053 return true;
2054 }
2388 2055
2389 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them. 2061 * and thus will not push them.
2395 */ 2062 */
2396 2063
2397 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2400 */ 2067 */
2401 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2402#if COZY_SERVER 2069 && ((mon->owner && mon->owner->contr
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2071 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2073 {
2411 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2075 if (op->contr->braced)
2413 return; 2076 return false;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2415 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2416 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2086 make_visible (op);
2087
2418 return; 2088 return true;
2419 } 2089 }
2090 else
2091 return false;
2092 }
2420 2093
2421 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2424 * attack them either. 2097 * attack them either.
2425 */ 2098 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2428#ifdef PROHIBIT_PLAYERKILL 2101 && ((op->contr->peaceful
2429 (op->contr->peaceful 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2103 && !on_battleground))
2431 && mon->contr-> 2104 {
2432 peaceful)) && 2105 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2106 {
2107 --op->speed_left;
2108
2438 if (!op->contr->braced) 2109 if (!op->contr->braced)
2439 { 2110 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2441 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2442 } 2113 }
2443 else 2114 else
2444 { 2115 op->statusmsg ("You withhold your attack");
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2116
2446 }
2447 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2118 make_visible (op);
2449 }
2450 2119
2120 return true;
2121 }
2122 }
2451 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2452 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2453 */ 2125 */
2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2455 { 2129 {
2130 --op->speed_left;
2131
2456 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2458 make_visible (op); 2134 make_visible (op);
2459 }
2460 2135
2136 return true;
2137 }
2138 }
2461 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2462 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2144 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2147 {
2471 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 { 2149 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2480 2151
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 2152 skill_attack (mon, op, 0, 0, 0);
2485 2153
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2500 make_visible (op); 2155 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 2156
2505int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2506move_player (object *op, int dir) 2165move_player (object *op, int dir)
2507{ 2166{
2508 int pick; 2167 int pick;
2509 2168
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2170 return 0;
2512 2171
2513 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2515 { 2174 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2176 return 0;
2518 } 2177 }
2519 2178
2520 /* peterm: added following line */ 2179 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2182
2524 op->facing = dir; 2183 op->facing = dir;
2525 2184
2526 if (op->hide) 2185 if (op->hide)
2527 do_hidden_move (op); 2186 do_hidden_move (op);
2528 2187
2188 bool retval;
2189
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2191 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2532 fire (op, dir); 2193 retval = fire (op, dir);
2533 else 2194 else
2534 { 2195 {
2535 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2197 pick = check_pick (op);
2537 } 2198 }
2538 2199
2539 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2201 * server can handle repeat firing.
2541 */ 2202 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2203 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2204 op->direction = dir;
2545 }
2546 else 2205 else
2547 {
2548 op->direction = 0; 2206 op->direction = 0;
2549 } 2207
2550 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2210 * for players.
2553 */ 2211 */
2554 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2555 return 0; 2213
2214 return retval;
2556} 2215}
2557 2216
2558/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2559 * new client/server stuff. 2218 * new client/server stuff.
2560 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2561 * the new speed values for commands. 2220 * the new speed values for commands.
2562 * 2221 *
2563 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2564 */ 2225 */
2565int 2226bool
2566handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2567{ 2228{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2230 {
2590 flee_player (op); 2231 if (op->speed_left > 0.f)
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 { 2232 {
2594 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2595 return 0; 2236 return true;
2596 } 2237 }
2597 } 2238 else
2598 2239 return false;
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2240 }
2610 2241
2611 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2244 * called, so we recheck it here.
2614 */ 2245 */
2615 HandleClient (&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2247 return true;
2618 2248
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2629 if (op->speed_left > 0) 2251
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0; 2252 return false;
2635} 2253}
2636 2254
2637int 2255int
2638save_life (object *op) 2256save_life (object *op)
2639{ 2257{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2259 return 0;
2644 2260
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2263 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266
2650 if (op->contr) 2267 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2269
2653 free_object (tmp); 2270 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272
2655 if (op->stats.hp < 0) 2273 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2275
2657 if (op->stats.food < 0) 2276 if (op->stats.food < 0)
2658 op->stats.food = 999; 2277 op->stats.food = 999;
2659 fix_player (op); 2278
2279 op->update_stats ();
2660 return 1; 2280 return 1;
2661 } 2281 }
2282
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2286 return 0;
2666} 2287}
2668/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2669 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2670 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2671 * from. 2292 * from.
2672 */ 2293 */
2673void 2294static void
2674remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2675{ 2296{
2676 object *next;
2677
2678 while (op) 2297 while (op)
2679 { 2298 {
2680 next = op->below; /* Make sure we have a good value, in case 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2300
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2302 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2691 } 2307 }
2692 else if (op->inv) 2308 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2310
2694 op = next; 2311 op = next;
2695 } 2312 }
2696} 2313}
2697 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2698 2321
2699/* 2322/*
2700 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2339 else
2717 sprintf (buf, "%s\n", &op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2343 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2346 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2350 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2351 if (op->type == PLAYER)
2727 { 2352 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2355 strcat (buf2, buf);
2731 } 2356 }
2357
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2735 return buf2; 2362 return buf2;
2736} 2363}
2737
2738
2739 2364
2740void 2365void
2741do_some_living (object *op) 2366do_some_living (object *op)
2742{ 2367{
2743 int last_food = op->stats.food; 2368 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2374 int rate_grace = 2000;
2750 const int max_hp = 1; 2375 const int max_hp = 1;
2751 const int max_sp = 1; 2376 const int max_sp = 1;
2752 const int max_grace = 1; 2377 const int max_grace = 1;
2753 2378
2754 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2380 {
2381 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2388 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390 {
2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2396 }
2760 2397
2761 if (op->contr->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2762 { 2399 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2402 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2404 else
2769 { 2405 {
2770 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2408 }
2409
2773 if (op->contr->gen_sp >= 0) 2410 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2412 else
2776 { 2413 {
2777 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2416 }
2417
2780 if (op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2420 else
2783 { 2421 {
2784 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2424 }
2787 2425
2788 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp)
2793 {
2794 op->stats.sp++;
2795 /* dms do not consume food */
2796 if (!QUERY_FLAG (op, FLAG_WIZ))
2797 {
2798 op->stats.food--;
2799 if (op->contr->digestion < 0)
2800 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food;
2803 }
2804 }
2805 if (max_sp > 1)
2806 {
2807 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0)
2809 {
2810 if (op->stats.sp < op->stats.maxsp)
2811 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--;
2815 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp;
2817 }
2818 op->last_sp = 0;
2819 }
2820 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 }
2825 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 }
2830
2831 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2834 { 2429 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2837 if (max_grace > 1) 2433 if (max_grace > 1)
2838 { 2434 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2436 if (over_grace > 0)
2841 { 2437 {
2853 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2854 } 2450 }
2855 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2856 } 2452 }
2857 2453
2454 if (op->stats.food > 0)
2455 {
2858 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2859 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2860 {
2861 if (op->stats.hp < op->stats.maxhp)
2862 { 2458 {
2863 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2864 /* dms do not consume food */ 2460
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2866 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2867 op->stats.food--; 2468 op->stats.food--;
2469
2868 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2869 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2872 } 2475 }
2873 } 2476
2874 if (max_hp > 1) 2477 if (max_sp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 { 2478 {
2879 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2880 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2881 } 2497 }
2882 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2883 { 2506 {
2884 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2885 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2886 } 2532 }
2887 else 2533 else
2888 {
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 } 2535 }
2891 } 2536 }
2892 2537
2893 /* Digestion */ 2538 /* Digestion */
2894 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2895 { 2540 {
2896#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2543
2903 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2905 else 2545
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */ 2546 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2548 op->stats.food--;
2910 } 2549 }
2911 }
2912 2550
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2552 {
2915 object *tmp, *flesh = NULL; 2553 object *tmp, *flesh = 0;
2916 2554
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2556 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2922 { 2558 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2562 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2564 break;
2927 } 2565 }
2928 else if (tmp->type == FLESH) 2566 else if (tmp->type == FLESH)
2929 flesh = tmp; 2567 flesh = tmp;
2930 } /* End if paid for object */ 2568 } /* End if paid for object */
2931 } /* end of for loop */ 2569 } /* end of for loop */
2570
2932 /* If player is still starving, it means they don't have any food, so 2571 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2572 * eat flesh instead.
2934 */ 2573 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2575 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2939 } 2582 {
2940 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2941 2586
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2943 op->stats.food++, op->stats.hp--;
2944
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2946 kill_player (op); 2588 kill_player (op);
2589 }
2947} 2590}
2948
2949
2950 2591
2951/* If the player should die (lack of hp, food, etc), we call this. 2592/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2593 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2595 * file.
2955 */ 2596 */
2956void 2597void
2957kill_player (object *op) 2598kill_player (object *op)
2958{ 2599{
2600 int x, y;
2959 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2960 int x, y;
2961
2962 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2964
2965 /* int z;
2966 int num_stats_lose;
2967 int lost_a_stat;
2968 int lose_this_stat;
2969 int this_stat; */
2970 int will_kill_again; 2603 int will_kill_again;
2971 archetype *at; 2604 archetype *at;
2972 object *tmp; 2605 object *tmp;
2973 2606
2974 if (save_life (op)) 2607 if (save_life (op))
2975 return; 2608 return;
2976
2977 2609
2978 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2979 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2980 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2981 */ 2613 */
2983 { 2615 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2618
2987 /* restore player */ 2619 /* restore player */
2988 at = find_archetype ("poisoning"); 2620 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2622 {
2992 remove_ob (tmp); 2623 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2625 }
2996 2626
2997 at = find_archetype ("confusion"); 2627 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2629 {
3001 remove_ob (tmp); 2630 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2632 }
3005 2633
3006 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2637 op->stats.food = 999;
3010 2638
3011 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2641 {
3015 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
3016 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
3017 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
3020 tmp->msg = buf; 2647 );
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2651 }
3026 2652
3027 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2655 op->contr->braced = 0;
3033 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
3034 2660
3035 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
3036 2662
3037 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2668 /* save the map location for corpse, gravestone */
2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2672
2673 /* NOT_PERMADEATH code. This basically brings the character back to
2674 * life if they are dead - it takes some exp and a random stat.
2675 * See the config.h file for a little more in depth detail about this.
2676 */
2677
2678 /* Basically two ways to go - remove a stat permanently, or just
2679 * make it depletion. This bunch of code deals with that aspect
2680 * of death.
2681 */
2682#ifndef COZY_SERVER
2683 if (settings.balanced_stat_loss)
2684 {
2685 /* If stat loss is permanent, lose one stat only. */
2686 /* Lower level chars don't lose as many stats because they suffer
2687 more if they do. */
2688 /* Higher level characters can afford things such as potions of
2689 restoration, or better, stat potions. So we slug them that
2690 little bit harder. */
2691 /* GD */
2692 if (settings.stat_loss_on_death)
2693 num_stats_lose = 1;
2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 } 2696 }
3049 else 2697 else
3050 { 2698 num_stats_lose = 1;
3051 if (op->contr->explore) 2699
3052 { 2700 lost_a_stat = 0;
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2701
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2702 for (z = 0; z < num_stats_lose; z++)
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name);
3059 } 2703 {
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 i = RANDOM () % NUM_STATS;
3061 2705
3062 /* save the map location for corpse, gravestone */
3063 x = op->x;
3064 y = op->y;
3065 map = op->map;
3066
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this.
3073 */
3074
3075 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect
3077 * of death.
3078 */
3079#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */
3085 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */
3088 /* GD */
3089 if (settings.stat_loss_on_death) 2706 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2707 {
3091 else 2708 /* Pick a random stat and take a point off it. Tell the player
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2709 * what he lost.
2710 */
2711 change_attr_value (&(op->stats), i, -1);
2712 check_stat_bounds (&(op->stats));
2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2714 check_stat_bounds (&(op->contr->orig_stats));
2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2716 lost_a_stat = 1;
3093 } 2717 }
3094 else 2718 else
3095 { 2719 {
3096 num_stats_lose = 1; 2720 /* deplete a stat */
3097 } 2721 archetype *deparch = archetype::find ("depletion");
3098 lost_a_stat = 0; 2722 object *dep;
3099 2723
3100 for (z = 0; z < num_stats_lose; z++) 2724 dep = present_arch_in_ob (deparch, op);
3101 { 2725 if (!dep)
3102 i = RANDOM () % NUM_STATS;
3103
3104 if (settings.stat_loss_on_death)
3105 { 2726 {
3106 /* Pick a random stat and take a point off it. Tell the player 2727 dep = arch_to_object (deparch);
3107 * what he lost. 2728 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2729 }
3116 else 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
3117 { 2732 {
3118 /* deplete a stat */ 2733 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2734 /* Get the stat that we're about to deplete. */
3120 object *dep; 2735 this_stat = get_attr_value (&(dep->stats), i);
3121 2736 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2737 {
3125 dep = arch_to_object (deparch); 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2739 int keep_chance = this_stat * this_stat;
3127 } 2740
3128 lose_this_stat = 1; 2741 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2742 if (keep_chance < 1)
2743 keep_chance = 1;
2744
2745 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2747 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2748 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2750 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2751 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2752 else
3170 if (this_stat >= -50)
3171 { 2753 {
3172 change_attr_value (&(dep->stats), i, -1); 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2755 lose_this_stat = 0;
2756 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757 this_stat, keep_chance, loss_chance,
2758 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2759 }
3178 } 2760 }
3179 } 2761 }
2762
2763 if (lose_this_stat)
2764 {
2765 this_stat = get_attr_value (&(dep->stats), i);
2766 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a
2770 * difference.
2771 */
2772 if (this_stat >= -50)
2773 {
2774 change_attr_value (&(dep->stats), i, -1);
2775 SET_FLAG (dep, FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats ();
2778 lost_a_stat = 1;
2779 }
3180 } 2780 }
2781 }
2782 }
3181 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2784 if (!lost_a_stat)
3183 { 2785 {
3184 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2787 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2788 const char *god = determine_god (op);
3187 2789
3188 if (god && (strcmp (god, "none"))) 2790 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2792 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2794 }
2795#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2797#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2798
3196 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2800 * exp loss on the stone.
3198 */ 2801 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2804 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2806 tmp->name_pl = buf;
3204 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); 2807 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);
3205 tmp->msg = buf; 2808 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2809 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2811
3209 /**************************************/ 2812 /**************************************/
3210 /* */ 2813 /* */
3211 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
3214 /* */ 2817 /* */
3215
3216 /**************************************/ 2818 /**************************************/
3217 2819
3218 /* remove any poisoning and confusion the character may be suffering. */ 2820 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2821 /* restore player */
3220 at = find_archetype ("poisoning"); 2822 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2823 tmp = present_arch_in_ob (at, op);
2824
3222 if (tmp) 2825 if (tmp)
3223 { 2826 {
3224 remove_ob (tmp); 2827 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2829 }
3228 2830
3229 at = find_archetype ("confusion"); 2831 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2833 if (tmp)
3232 { 2834 {
3233 remove_ob (tmp); 2835 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2837 }
2838
3237 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
3238 2840
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
3242 op->stats.food = 900; 2844 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2848
3247 /* 2849 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
3249 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3250 * in the map. 2852 */
3251 */ 2853 op->drop_unpaid_items ();
3252 2854
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/ 2855 /****************************************/
3257 /* */ 2856 /* */
3258 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3260 /* */ 2859 /* */
3261
3262 /****************************************/ 2860 /****************************************/
3263 2861
3264 enter_player_savebed (op); 2862 enter_player_savebed (op);
3265 2863
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2864 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2865
3272 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2869 * on the space that might harm the player.
3276 */ 2870 */
3277 will_kill_again = 0; 2871 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3282 } 2875
3283 if (will_kill_again) 2876 if (will_kill_again)
3284 { 2877 {
3285 object *force; 2878 object *force;
3286 int at; 2879 int at;
3287 2880
3288 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2883 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2888 force->resist[at] = 100;
3297 } 2889
3298 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3299 fix_player (op); 2891 op->update_stats ();
3300 2892
3301 } 2893 }
3302 2894
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2896}
3372
3373 2897
3374void 2898void
3375loot_object (object *op) 2899loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3378 2902
3379 if (op->container) 2903 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2904
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3385 { 2906 {
3386 next = tmp->below; 2907 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3388 continue; 2910 continue;
3389 remove_ob (tmp); 2911
2912 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3391 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2917
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2919 {
3397 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3398 { 2921 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2923 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2925 }
3403 else 2926 else
3404 free_object (tmp); 2927 tmp->destroy ();
3405 } 2928 }
3406 else 2929 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2931 }
3409} 2932}
3411/* 2934/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2937 * was changed.
3415 */ 2938 */
3416
3417void 2939void
3418fix_weight (void) 2940fix_weight (void)
3419{ 2941{
3420 player *pl; 2942 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2943 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2945
3426 if (old == sum) 2946 if (old == sum)
3427 continue; 2947 continue;
3428 fix_player (pl->ob); 2948 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 2950 }
3431} 2951}
3432 2952
3433void 2953void
3434fix_luck (void) 2954fix_luck (void)
3435{ 2955{
3436 player *pl; 2956 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2958 pl->ob->change_luck (0);
3441} 2959}
3442
3443 2960
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3447 */ 2964 */
3448
3449void 2965void
3450cast_dust (object *op, object *throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3451{ 2967{
3452 object *skop, *spob; 2968 object *skop, *spob;
3453 2969
3474 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2991 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 2992
3477 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3478 2994
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 2996}
3483 2997
3484void 2998void
3485make_visible (object *op) 2999make_visible (object *op)
3486{ 3000{
3487 op->hide = 0; 3001 op->hide = 0;
3488 op->invisible = 0; 3002 op->invisible = 0;
3003
3489 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3490 { 3005 {
3491 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3493 } 3008 }
3009
3494 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3495} 3011}
3496 3012
3497int 3013int
3498is_true_undead (object *op) 3014is_true_undead (object *op)
3499{ 3015{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3503 return 1; 3017 return 1;
3504 3018
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3019 return 0;
3511} 3020}
3512 3021
3513/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3515 * indicate greater hideability. 3024 * indicate greater hideability.
3516 */ 3025 */
3517
3518int 3026int
3519hideability (object *ob) 3027hideability (object *ob)
3520{ 3028{
3521 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3522 sint16 x, y; 3030 sint16 x, y;
3556/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 3068 */
3561
3562void 3069void
3563do_hidden_move (object *op) 3070do_hidden_move (object *op)
3564{ 3071{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566 object *skop; 3073 object *skop;
3570 3077
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3079
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3577 { 3083 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3085 make_visible (op);
3580 return; 3086 return;
3581 } 3087 }
3582 else 3088 else
3583 num += 20; 3089 num += 20;
3584 } 3090
3585 num += op->map->difficulty; 3091 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3093 num -= hide;
3094
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3096 {
3590 make_visible (op); 3097 make_visible (op);
3591 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3100 }
3594 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3103}
3599 3104
3600/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3601 3106
3602int 3107int
3603stand_near_hostile (object *who) 3108stand_near_hostile (object *who)
3604{ 3109{
3605 object *tmp = NULL; 3110 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3112 maptile *m;
3608 sint16 x, y; 3113 sint16 x, y;
3609 3114
3610 if (!who) 3115 if (!who)
3611 return 0; 3116 return 0;
3612 3117
3629 if (mflags & P_OUT_OF_MAP) 3134 if (mflags & P_OUT_OF_MAP)
3630 continue; 3135 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3137 continue;
3633 3138
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3140 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3142 return 1;
3638 else if (tmp->type == PLAYER) 3143 else if (tmp->type == PLAYER)
3639 { 3144 {
3650 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3651 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3652 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3653 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3654 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3655 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3656 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3657 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3658 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3659 * -b.t. 3164 * -b.t.
3660 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3661 */ 3166 */
3662
3663int 3167int
3664player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3665{ 3169{
3666 rv_vector rv; 3170 rv_vector rv;
3667 int dx, dy; 3171 int dx, dy;
3669 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3670 { 3174 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3176 return -1;
3673 } 3177 }
3178
3674 if (!pl || !op) 3179 if (!pl || !op)
3675 return 0; 3180 return 0;
3676 3181
3677 if (op->head)
3678 {
3679 op = op->head; 3182 op = op->head_ ();
3680 } 3183
3681 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3682 3185
3683 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3187 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3686 * a blocked los square. 3189 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3688 */ 3191 */
3689 while (op) 3192 while (op)
3690 { 3193 {
3691 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3693 3196
3694 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3199 * for any meaningful values.
3697 */ 3200 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3204 return 1;
3205
3702 op = op->more; 3206 op = op->more;
3703 } 3207 }
3208
3704 return 0; 3209 return 0;
3705} 3210}
3706 3211
3707/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3708 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3711 * return 0. 3216 * return 0.
3712 */ 3217 */
3713int 3218int
3714action_makes_visible (object *op) 3219action_makes_visible (object *op)
3715{ 3220{
3716
3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 { 3222 {
3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3720 return 0; 3224 return 0;
3721 3225
3727 { 3231 {
3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3729 return 1; 3233 return 1;
3730 } 3234 }
3731 } 3235 }
3236
3732 return 0; 3237 return 0;
3733} 3238}
3734 3239
3735/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3736 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3741 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3742 */ 3247 */
3743int 3248int
3744op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3745{ 3250{
3746 object *tmp;
3747
3748 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3749 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3752 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3753 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3755 { 3258 {
3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757 { 3260 {
3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3759 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3760 { 3265 {
3761 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3762 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763 { 3268 {
3764 object *invtmp;
3765
3766 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3767 { 3270 {
3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3769 { 3272 {
3770 if (x != NULL && y != NULL) 3273 if (x && y)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3772 return 1; 3276 return 1;
3773 } 3277 }
3774 } 3278 }
3775 } 3279 }
3280
3776 if (x != NULL && y != NULL) 3281 if (x && y)
3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3778 return 1; 3284 return 1;
3779 } 3285 }
3780 } 3286 }
3781 } 3287 }
3288
3782 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3783 return 0; 3290 return 0;
3784} 3291}
3785 3292
3786/* 3293/*
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3310 int i = 0, j = 0;
3804 3311
3805 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3808 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3810 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3812 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3814 3321
3815 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3816 return; 3323 return;
3817 3324
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3326
3820 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3821 { 3328 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3330 return;
3824 } 3331 }
3825 3332
3826 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3334 item = tr->item;
3828 3335
3829 if (item->type == SPELL) 3336 if (item->type == SPELL)
3830 { 3337 {
3831 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3832 return; 3339 return;
3891 { 3398 {
3892 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3400 object *skin;
3894 3401
3895 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3404 ;
3405
3897 if (skin == NULL) 3406 if (!skin)
3898 return; 3407 return;
3899 3408
3900 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3411 {
3947 * not readied. 3456 * not readied.
3948 */ 3457 */
3949void 3458void
3950player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3951{ 3460{
3952 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3953 3463
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3955 { 3465 pl->combat_ob = 0;
3466
3956 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3957 { 3468 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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