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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 1.187 by root, Mon Apr 21 07:07:36 2008 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->update_weight ();
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 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
334}
335
336player::player ()
337{
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373}
374
375player::~player ()
376{
377 /* Clear item stack */
378 free (stack_items);
379}
380
328/* Tries to add player on the connection passwd in ns. 381/* 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 382 * All we can really get in this is some settings like host and display
330 * mode. 383 * mode.
331 */ 384 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 385player *
386player::create ()
387{
388 player *pl = new player;
337 389
338 p = get_player (NULL); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 391
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 393 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 394 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)); 395
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); 396 set_first_map (pl->ob);
350 397
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; 398 return pl;
358} 399}
359 400
360/* 401/*
361 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
364 */ 405 */
365archetype * 406archetype *
366get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
367{ 408{
368 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
369 416
370 for (;;) 417 for (;;)
371 { 418 {
372 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
373 at = first_archetype; 420 i = archetypes.begin ();
374 else 421 else if (*i == at)
375 at = at->next; 422 cleanup ("not a single player archetype found");
423
376 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
377 return at; 425 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 426 }
384} 427}
385
386 428
387object * 429object *
388get_nearest_player (object *mon) 430get_nearest_player (object *mon)
389{ 431{
390 object *op = NULL; 432 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 433 objectlink *ol;
393 unsigned lastdist; 434 unsigned lastdist;
394 rv_vector rv; 435 rv_vector rv;
395 436
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 440 continue;
426 441
427 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
428 { 443 {
429 op = ol->ob; 444 op = ol->ob;
430 lastdist = rv.distance; 445 lastdist = rv.distance;
431 } 446 }
432 } 447 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 448
434 { 449 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
439 { 452 {
440 op = pl->ob; 453 op = pl->ob;
441 lastdist = rv.distance; 454 lastdist = rv.distance;
442 } 455 }
443 } 456
444 }
445#if 0 457#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 459#endif
448 return op; 460 return op;
449} 461}
467 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 481 * is probably not a good thing.
470 */ 482 */
471#define MAX_SPACES 50 483#define MAX_SPACES 50
472
473 484
474/* 485/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * 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) 507path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 508{
498 rv_vector rv; 509 rv_vector rv;
499 sint16 x, y; 510 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 512 maptile *m, *lastmap;
502 513
503 get_rangevector (mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
504 515
505 if (rv.distance < mindiff) 516 if (rv.distance < mindiff)
506 return 0; 517 return 0;
508 x = mon->x; 519 x = mon->x;
509 y = mon->y; 520 y = mon->y;
510 m = mon->map; 521 m = mon->map;
511 dir = rv.direction; 522 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
514 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 527 if (diff > max)
516 return 0; 528 return 0;
529
517 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
518 { 531 {
519 lastx = x; 532 lastx = x;
520 lasty = y; 533 lasty = y;
521 lastmap = m; 534 lastmap = m;
603 max--; 616 max--;
604 lastdir = dir; 617 lastdir = dir;
605 if (!firstdir) 618 if (!firstdir)
606 firstdir = dir; 619 firstdir = dir;
607 } 620 }
621
608 if (diff <= 1) 622 if (diff <= 1)
609 { 623 {
610 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 625 * headed toward player for entire distance.
612 */ 626 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 629 }
630
616 if (diff > max) 631 if (diff > max)
617 return 0; 632 return 0;
618 } 633 }
634
619 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
620 if (!max) 636 if (!max)
621 return 0; 637 return 0;
622 638
623 return firstdir; 639 return firstdir;
624} 640}
625 641
626void 642void
627give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
628{ 644{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 645 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 647
634 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
635 { 649 {
636 next = op->below; 650 next = op->below;
637 651
638 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 659 * by this player due to race restrictions
646 */ 660 */
647 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
648 { 662 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
650 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 670 {
655 remove_ob (op); 671 op->destroy ();
656 free_object (op);
657 continue; 672 continue;
658 } 673 }
659 } 674 }
660 675
661 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
673 break; 688 break;
674 689
675 if (tmp) 690 if (tmp)
676 { 691 {
677 remove_ob (op); 692 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 694 continue;
681 } 695 }
696
682 if (op->nrof > 1) 697 if (op->nrof > 1)
683 op->nrof = 1; 698 op->nrof = 1;
684 } 699 }
685 700
686 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690 703
691 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
693 * merged properly. 706 * merged properly.
694 */ 707 */
695 if (need_identify (op)) 708 if (need_identify (op))
696 { 709 {
697 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 713 }
714
701 if (op->type == SPELL) 715 if (op->type == SPELL)
702 { 716 {
703 remove_ob (op); 717 op->destroy ();
704 free_object (op);
705 continue; 718 continue;
706 } 719 }
707 else if (op->type == SKILL) 720 else if (op->type == SKILL)
708 { 721 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 723 op->stats.exp = 0;
711 op->level = 1; 724 op->level = 1;
712 } 725 }
713 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
717 729
718 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
719 link_player_skills (pl); 731 link_player_skills (pl);
720} 732}
721 733
722void 734void
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) 735get_party_password (object *op, partylist *party)
807{ 736{
808 if (party == NULL) 737 if (party == NULL)
809 { 738 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 740 return;
812 } 741 }
742
813 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 747}
818
819 748
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 750static int
822roll_stat (void) 751roll_stat (void)
823{ 752{
824 int a[4], i, j, k; 753 int a[4], i, j, k;
825 754
826 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
828 757
829 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 759 if (a[i] < k)
831 k = a[i], j = i; 760 k = a[i], j = i;
832 761
833 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 763 if (i != j)
836 k += a[i]; 764 k += a[i];
837 } 765
838 return k; 766 return k;
839} 767}
840 768
841void 769void
842roll_stats (object *op) 770object::roll_stats ()
843{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
844 int sum = 0; 776 int sum = 0;
845 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
847 779
848 do 780 if (sum >= 82 && sum <= 116)
781 break;
849 { 782 }
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);
860 783
861 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 785 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;
869 786
870 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
871 do 788 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);
886 789
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; 790 stats.exp = 0;
906 op->stats.ac = 0; 791 stats.ac = 0;
907 792
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; 793 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
916 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
917} 805}
918 806
919void 807void
920Roll_Again (object *op) 808object::swap_stats (int a, int b)
921{ 809{
922 esrv_new_player (op->contr, 0); 810 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}
926 811
927void 812 for (int i = 0; i < NUM_STATS; ++i)
928Swap_Stat (object *op, int Swap_Second) 813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835}
836
837static void
838start_info (object *op)
929{ 839{
930 signed char tmp;
931 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
932 841
933 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra 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); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str;
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);
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} 844}
1048 845
1049/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1053 * not the class. 850 * not the class.
1054 */ 851 */
1055 852void
1056int 853player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 854{
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 */ 855 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
1075 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1077 864
1078 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1079 866
1080 if (op->msg) 867 if (ob->msg)
1081 op->msg = NULL; 868 ob->msg = 0;
1082 869
1083 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
1084 * to save here. 871 * to save here.
1085 */ 872 */
873 {
874 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1088 878
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 879 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 882 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1097 fix_player (op); 884 ob->update_stats ();
1098 885
1099 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1100 * is one for this race 887 * is one for this race
1101 */ 888 */
1102 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1103 { 890 {
1104 object *tmp; 891 object *tmp;
1105 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1106 893
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1108 tmp = get_object (); 895 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1114 * default initial map */ 901 * default initial map */
1115 free_object (tmp); 902 tmp->destroy ();
1116 } 903 }
1117 else 904 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 906}
1121 return 0;
1122 }
1123 907
908void
909player::chargen_race_next ()
910{
1124 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1126 */ 913 */
1127 914
1128 tmp_loop = 0; 915 do
1129 while (!tmp_loop)
1130 { 916 {
1131 shstr name = op->name; 917 shstr name = ob->name;
1132 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1133 919
1134 remove_statbonus (op); 920 ob->remove_statbonus ();
1135 remove_ob (op); 921 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 923 ob->arch->copy_to (ob);
1138 op->instantiate (); 924 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1141 op->x = x; 927 ob->x = x;
1142 op->y = y; 928 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 931 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 932 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 933 }
934 while (!allowed_class (ob));
1150 935
1151 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 938 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 941 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} 942}
1211 943
1212void 944void
1213flee_player (object *op) 945flee_player (object *op)
1214{ 946{
1244 { 976 {
1245 op->enemy = NULL; 977 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 979 return;
1248 } 980 }
981
1249 get_rangevector (op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1250 983
1251 dir = absdir (4 + rv.direction); 984 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 985 for (diff = 0; diff < 3; diff++)
1253 { 986 {
1254 int m = 1 - (RANDOM () & 2); 987 int m = 1 - (RANDOM () & 2);
1255 988
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 990 return;
1259 }
1260 } 991 }
992
1261 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 995 op->enemy = NULL;
1264} 996}
1265 997
1266
1267/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* 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 999 * It returns 1 if the player should keep on moving, 0 if he should
1269 * stop. 1000 * stop.
1270 */ 1001 */
1271int 1002int
1272check_pick (object *op) 1003check_pick (object *op)
1273{ 1004{
1274 object *tmp, *next; 1005 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1006 int stop = 0;
1277 int j, k, wvratio; 1007 int wvratio;
1278 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1279
1280 1009
1281 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1283 return 1; 1012 return 1;
1284 1013
1285 op_tag = op->count;
1286
1287 next = op->below; 1014 next = op->below;
1288 if (next) 1015
1289 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1290 1018
1291 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1020 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1294 { 1022 {
1295 tmp = next; 1023 tmp = next;
1296 next = tmp->below; 1024 next = tmp->below;
1025
1297 if (next) 1026 if (cnt <= 0)
1298 next_tag = next->count; 1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1299 1031
1300 if (was_destroyed (op, op_tag)) 1032 if (op->destroyed ())
1301 return 0; 1033 return 0;
1302 1034
1303 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1304 continue; 1036 continue;
1305 1037
1306 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1307 { 1039 {
1308 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1309 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1310 continue; 1042 continue;
1311 } 1043 }
1312 1044
1313 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1047 {
1316 switch (op->contr->mode) 1048 switch (op->contr->mode)
1317 { 1049 {
1318 case 0: 1050 case 0:
1319 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1320 case 1: 1052 case 1:
1321 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1322 return 1; 1054 return 1;
1323 case 2: 1055 case 2:
1324 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1325 return 0; 1057 return 0;
1326 case 3: 1058 case 3:
1327 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1328 case 4: 1060 case 4:
1329 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1330 break; 1062 break;
1331 case 5: 1063 case 5:
1332 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1333 stop = 1; 1065 stop = 1;
1334 break; 1066 break;
1335 case 6: 1067 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1337 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1338 break; 1071 break;
1339 1072
1340 case 7: 1073 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1343 break; 1076 break;
1344 1077
1345 default: 1078 default:
1346 /* use value density */ 1079 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1350 } 1083 }
1351 } 1084 }
1352 else 1085 else
1353 { /* old model */ 1086 { /* old model */
1354 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1358 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1094 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 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 } 1099 }
1100
1395 /* philosophy: 1101 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1102 * 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 1103 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1105 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1106 * example.
1401 * The drawback: right now it has no frontend, so you need to 1107 * 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 1108 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1436 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1437 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1440 { 1146 {
1441 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1148 continue;
1445 } 1149 }
1150
1446 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1153 {
1449 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1155 continue;
1453 } 1156 }
1454 1157
1455 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1457 { 1160 {
1458 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1162 continue;
1462 } 1163 }
1463 1164
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1467 { 1168 {
1468 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1170 continue;
1472 } 1171 }
1172
1473 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1475 { 1175 {
1476 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1177 continue;
1480 } 1178 }
1179
1481 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1483 { 1182 {
1484 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1184 continue;
1488 } 1185 }
1489 1186
1490 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1190 {
1494 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1192 continue;
1498 } 1193 }
1499 1194
1500 /* pick up all magical items */ 1195 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1198 {
1504 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1200 continue;
1508 } 1201 }
1509 1202
1510 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1511 { 1204 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1206 {
1514 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1208 continue;
1518 } 1209 }
1519 } 1210 }
1520 1211
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1215 {
1525 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1217 continue;
1526 if (0) 1218 }
1527 fprintf (stderr, "JEWELS\n"); 1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1528 continue; 1225 continue;
1529 } 1226 }
1530 1227
1531 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1534 { 1231 {
1535 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1233 continue;
1539 } 1234 }
1235
1540 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1542 { 1238 {
1543 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1240 continue;
1547 } 1241 }
1548 1242
1549 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1552 { 1246 {
1553 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1248 continue;
1557 } 1249 }
1250
1558 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1560 { 1253 {
1561 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1255 continue;
1565 } 1256 }
1257
1566 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1568 { 1260 {
1569 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1262 continue;
1573 } 1263 }
1264
1574 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1576 { 1267 {
1577 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1269 continue;
1581 } 1270 }
1271
1582 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1584 { 1274 {
1585 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1276 continue;
1589 } 1277 }
1278
1590 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1592 { 1281 {
1593 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1283 continue;
1597 } 1284 }
1598 1285
1599 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1289 {
1603 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1291 continue;
1607 } 1292 }
1608 1293
1609 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1611 { 1296 {
1612 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1613 { 1298 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1616 { 1301 {
1617 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1303 continue;
1621 } 1304 }
1622 } 1305 }
1306
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1308 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1626 { 1310 {
1627 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1312 continue;
1631 } 1313 }
1632 } 1314 }
1633 } 1315 }
1634 1316
1635 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1320 {
1639 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1322 continue;
1643 } 1323 }
1644 1324
1645 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1326 * pickups */
1651 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1652 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1653 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1654 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1655 { 1335 {
1656 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1657#if 0 1337#if 0
1658 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1659 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1660 { 1340 {
1661 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1662 } 1342 }
1663 else 1343 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667#endif 1347#endif
1668 continue; 1348 continue;
1669 } 1349 }
1670 } 1350 }
1671 } /* the new pickup model */ 1351 } /* the new pickup model */
1672 } 1352 }
1353
1673 return !stop; 1354 return !stop;
1674} 1355}
1675 1356
1676/* 1357/*
1677 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1679 * found object is returned. 1360 * found object is returned.
1680 */ 1361 */
1681object * 1362object *
1682find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1683{ 1364{
1684 object *tmp = NULL;
1685
1686 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1690 return op; 1374 return arrow;
1375 }
1376
1691 return tmp; 1377 return 0;
1692} 1378}
1693 1379
1694/* 1380/*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * 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 1382 * 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 1383 * 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. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */ 1385 */
1700
1701object * 1386object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1388{
1704 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1738 else 1423 else
1739 { 1424 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1426 {
1742 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1745 { 1430 {
1746 tmp = arrow; 1431 tmp = arrow;
1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1748 } 1433 }
1749 } 1434 }
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1436 {
1752 tmp = arrow; 1437 tmp = arrow;
1771 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1457 * op = the shooter
1773 * type = bow->race 1458 * type = bow->race
1774 * dir = fire direction 1459 * dir = fire direction
1775 */ 1460 */
1776
1777object * 1461object *
1778pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1779{ 1463{
1780 object *tmp = NULL; 1464 object *tmp = NULL;
1781 mapstruct *m; 1465 maptile *m;
1782 int i, mflags, found, number; 1466 int i, mflags, found, number;
1783 sint16 x, y; 1467 sint16 x, y;
1784 1468
1785 if (op->map == NULL) 1469 if (op->map == NULL)
1786 return find_arrow (op, type); 1470 return find_arrow (op, type);
1846 */ 1530 */
1847int 1531int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1533{
1850 object *left, *bow; 1534 object *left, *bow;
1851 tag_t left_tag, tag; 1535 int mflags;
1852 int bowspeed, mflags; 1536 maptile *m;
1853 mapstruct *m;
1854 1537
1855 if (!dir) 1538 if (!dir)
1856 { 1539 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1541 return 0;
1859 } 1542 }
1860 if (op->type == PLAYER) 1543
1861 bow = op->contr->ranges[range_bow]; 1544 if (op->contr)
1545 bow = op->current_weapon;
1862 else 1546 else
1863 { 1547 {
1864 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* 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. 1550 * don't need to switch back and forth between bows and weapons.
1871 if (!bow) 1555 if (!bow)
1872 { 1556 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1558 return 0;
1875 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1876 } 1568 }
1569
1877 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1878 { 1571 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1573 return 0;
1881 } 1574 }
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 1575
1891 if (arrow == NULL) 1576 if (arrow == NULL)
1892 { 1577 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1579 {
1895 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 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 */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else 1583 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1900 return 0; 1586 return 0;
1901 } 1587 }
1902 } 1588 }
1589
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1591 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1592 return 0;
1907 } 1593
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1595 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1596 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1597 return 0;
1912 } 1598 }
1913 1599
1914 /* this should not happen, but sometimes does */ 1600 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1601 if (arrow->nrof == 0)
1916 { 1602 {
1917 remove_ob (arrow); 1603 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1604 return 0;
1920 } 1605 }
1921 1606
1922 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count; 1608 arrow = arrow->split ();
1924 arrow = get_split_ob (arrow, 1); 1609 if (!arrow)
1925 if (arrow == NULL)
1926 { 1610 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1612 return 0;
1929 } 1613 }
1930 set_owner (arrow, op); 1614
1615 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1617 arrow->direction = dir;
1934 arrow->x = sx; 1618
1935 arrow->y = sy; 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1936 1651
1937 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1938 { 1653 {
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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1972 } 1661 }
1973 else 1662 else
1974 { 1663 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1664 arrow->level = op->level;
1978 } 1665 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1666
1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1980 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1671 }
1982 arrow->slaying = bow->slaying;
1983 1672
1984 arrow->map = m; 1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1985 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1679
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1989 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1682
1992 if (!was_destroyed (arrow, tag)) 1683 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1684 move_arrow (arrow);
1994 1685
1995 if (op->type == PLAYER)
1996 {
1997 if (was_destroyed (left, left_tag))
1998 esrv_del_item (op->contr, left_tag);
1999 else
2000 esrv_send_item (op, left);
2001 }
2002 return 1; 1686 return 1;
2003} 1687}
2004 1688
2005/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1690 * account the special fire modes players can have
2014{ 1698{
2015 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
2016 1700
2017 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
2018 { 1702 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2020 } 1704 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1706 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1708 wcmod = -1;
1709
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1711 }
2027 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
2028 { 1713 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2033 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1719 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 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); 1721 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); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 } 1723 }
2040 else 1724 else
2041 { 1725 {
2042 /* Simple case */ 1726 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 } 1728 }
1729
2045 return ret; 1730 return ret;
2046} 1731}
2047
2048 1732
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
2051 */ 1735 */
2052void 1736void
2053fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
2054{ 1738{
2055 object *item; 1739 object *item = op->contr->ranged_ob;
2056 1740
2057 if (!op->contr->ranges[range_misc]) 1741 if (!item)
2058 { 1742 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return; 1744 return;
2061 } 1745 }
2062 1746
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1747 if (!item->inv)
2065 { 1748 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1750 return;
2068 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2069 if (item->type == WAND) 1756 if (item->type == WAND)
2070 { 1757 {
2071 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2072 { 1759 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
2075 return; 1763 return;
2076 } 1764 }
2077 } 1765 }
2078 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2079 { 1767 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 { 1769 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2083 if (item->type == ROD) 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1774 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
2087 return; 1777 return;
2088 } 1778 }
2089 } 1779 }
2090 1780
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2098 object *tmp; 1788 object *tmp;
2099 1789
2100 if (item->arch) 1790 if (item->arch)
2101 { 1791 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2104 item->speed = 0; 1794 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1795 }
1796
2107 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1799 }
2110 } 1800 }
2111 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1802 drain_rod_charge (item);
2114 }
2115 } 1803 }
2116} 1804}
2117 1805
2118/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2119 */ 1807 */
2120void 1808bool
2121fire (object *op, int dir) 1809fire (object *op, int dir)
2122{ 1810{
2123 int spellcost = 0; 1811 int spellcost = 0;
2124 1812
2125 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2127 make_visible (op); 1815 make_visible (op);
2128 1816
2129 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
2130 { 1823 }
2131 case range_none:
2132 return;
2133 1824
2134 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
2135 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2136 return; 1842 break;
2137 1843
2138 case range_magic: /* Casting spells */ 1844 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2140 return; 1846 break;
2141 1847
2142 case range_misc: 1848 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); 1849 apply_map_builder (op, dir);
2168 return; 1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
2169 default: 1856 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1857 fire_misc_object (op, dir);
2171 return; 1858 break;
2172 } 1859 }
2173}
2174 1860
2175 1861 return true;
1862}
2176 1863
2177/* find_key 1864/* find_key
2178 * We try to find a key for the door as passed. If we find a key 1865 * 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 1866 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1869 * pl is the player,
2183 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2186 */ 1873 */
2187
2188object * 1874object *
2189find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2190{ 1876{
2191 object *tmp, *key; 1877 object *tmp, *key;
2192 1878
2193 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1880 if (!container->inv)
2195 return NULL; 1881 return 0;
2196 1882
2197 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1885 {
2200 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1887 break;
2202 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2204 */ 1890 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1892 break;
2207 } 1893 }
1894
2208 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time. 1896 /* 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 1897 * otherwise, if we search all the inventories and still don't find
2211 * a key, return 1898 * a key, return
2212 */ 1899 */
2213 if (!tmp) 1900 if (!tmp)
2214 { 1901 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1903 {
2217 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1906 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2221 return key; 1908 return key;
2222 } 1909 }
2223 } 1910 }
1911
2224 if (!tmp) 1912 if (!tmp)
2225 return NULL; 1913 return NULL;
2226 } 1914 }
1915
2227 /* We get down here if we have found a key. Now if its in a container, 1916 /* 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 1917 * see if we actually want to use it
2229 */ 1918 */
2230 if (pl != container) 1919 if (pl != container)
2231 { 1920 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 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)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1943 return NULL;
2255 } 1944 }
2256 } 1945 }
1946
2257 return tmp; 1947 return tmp;
2258} 1948}
2259 1949
2260/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1953 * 0 otherwise
2264 */ 1954 */
2265static int 1955static int
2266player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2267{ 1957{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* 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 - 1959 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2272 */ 1961 */
2273 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2274 1963
2275 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2276 if (key) 1965 if (key)
2277 { 1966 {
2278 object *container = key->env; 1967 object *container = key->env;
2279 1968
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2282 make_visible (op); 1970 make_visible (op);
1971
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2285 if (door->type == DOOR) 1975 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2290 { 1978 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2292 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1981 }
1982
2294 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2297 if (container != op) 1986 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2299 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2300 } 1990 }
2301 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2302 { 1992 {
2303 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2305 return 1; 1995 return 1;
2306 } 1996 }
1997
2307 return 0; 1998 return 0;
2308} 1999}
2309 2000
2310/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2315 */ 2006 */
2316 2007bool
2317void
2318move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2319{ 2009{
2320 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2010 int on_battleground;
2323 mapstruct *m;
2324 2011
2325 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2327 2014
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2329 2025
2330 /* If braced, or can't move to the square, and it is not out of the 2026 /* 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 2027 * 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 2028 * 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 2029 * 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 2030 * 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 2031 * 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 2032 * quite a bit of processing. However, it probably is less than what
2337 * move_ob uses. 2033 * move_ob uses.
2338 */ 2034 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2035 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 2036
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 2037 /* 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. 2038 * 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 2039 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2040 * on the space
2361 */ 2041 */
2362 while (tmp != NULL) 2042 object *mon;
2363 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2364 if (tmp == op) 2044 {
2365 { 2045 if ((mon->flag [FLAG_ALIVE]
2366 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2367 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp; 2048 && mon != op)
2372 break; 2049 break;
2373 } 2050 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378 2051
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2053 return false; /* into a wall */
2381 2054
2382 if (mon->head != NULL)
2383 mon = mon->head; 2055 mon = mon->head_ ();
2384 2056
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2386 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2387 return; 2062 return true;
2063 }
2388 2064
2389 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them. 2070 * and thus will not push them.
2395 */ 2071 */
2396 2072
2397 /* If the creature is a pet, push it even if the player is not 2073 /* 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 2074 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2400 */ 2076 */
2401 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2402#if COZY_SERVER 2078 && ((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) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2080 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2082 {
2411 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2084 if (op->contr->braced)
2413 return; 2085 return false;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2415 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2416 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2095 make_visible (op);
2096
2418 return; 2097 return true;
2419 } 2098 }
2099 else
2100 return false;
2101 }
2420 2102
2421 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2424 * attack them either. 2106 * attack them either.
2425 */ 2107 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2428#ifdef PROHIBIT_PLAYERKILL 2110 && ((op->contr->peaceful
2429 (op->contr->peaceful 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2112 && !on_battleground))
2431 && mon->contr-> 2113 {
2432 peaceful)) && 2114 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2115 {
2116 --op->speed_left;
2117
2438 if (!op->contr->braced) 2118 if (!op->contr->braced)
2439 { 2119 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2441 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2442 } 2122 }
2443 else 2123 else
2444 { 2124 op->statusmsg ("You withhold your attack");
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2125
2446 }
2447 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2127 make_visible (op);
2449 }
2450 2128
2129 return true;
2130 }
2131 }
2451 /* If the object is a boulder or other rollable object, then 2132 /* 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. 2133 * roll it if not braced. You can't roll it if you are braced.
2453 */ 2134 */
2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2455 { 2138 {
2139 --op->speed_left;
2140
2456 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2458 make_visible (op); 2143 make_visible (op);
2459 }
2460 2144
2145 return true;
2146 }
2147 }
2461 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2462 * Way it works is like this: First, it must have some hit points 2149 * 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: 2150 * 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 2151 * 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. 2152 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2153 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 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))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2156 {
2471 2157 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 { 2158 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2480 2160
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); 2161 skill_attack (mon, op, 0, 0, 0);
2485 2162
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)) 2163 if (action_makes_visible (op))
2500 make_visible (op); 2164 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 2165
2505int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2506move_player (object *op, int dir) 2174move_player (object *op, int dir)
2507{ 2175{
2508 int pick; 2176 int pick;
2509 2177
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2511 return 0; 2179 return 0;
2512 2180
2513 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2515 { 2183 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2185 return 0;
2518 } 2186 }
2519 2187
2520 /* peterm: added following line */ 2188 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2191
2524 op->facing = dir; 2192 op->facing = dir;
2525 2193
2526 if (op->hide) 2194 if (op->hide)
2527 do_hidden_move (op); 2195 do_hidden_move (op);
2528 2196
2197 bool retval;
2198
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2200 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2532 fire (op, dir); 2202 retval = fire (op, dir);
2533 else 2203 else
2534 { 2204 {
2535 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2206 pick = check_pick (op);
2537 } 2207 }
2538 2208
2539 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2210 * server can handle repeat firing.
2541 */ 2211 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2213 op->direction = dir;
2545 }
2546 else 2214 else
2547 {
2548 op->direction = 0; 2215 op->direction = 0;
2549 } 2216
2550 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2219 * for players.
2553 */ 2220 */
2554 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2555 return 0; 2222
2223 return retval;
2556} 2224}
2557 2225
2558/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2559 * new client/server stuff. 2227 * new client/server stuff.
2560 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2561 * the new speed values for commands. 2229 * the new speed values for commands.
2562 * 2230 *
2563 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2564 */ 2234 */
2565int 2235bool
2566handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2567{ 2237{
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)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2239 {
2590 flee_player (op); 2240 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 { 2241 {
2594 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2595 return 0; 2245 return true;
2596 } 2246 }
2597 } 2247 else
2598 2248 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 } 2249 }
2610 2250
2611 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2253 * called, so we recheck it here.
2614 */ 2254 */
2615 HandleClient (&op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2256 return true;
2618 2257
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 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); 2259 return move_player (op, op->direction);
2629 if (op->speed_left > 0) 2260
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0; 2261 return false;
2635} 2262}
2636 2263
2637int 2264int
2638save_life (object *op) 2265save_life (object *op)
2639{ 2266{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2268 return 0;
2644 2269
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2272 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 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)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275
2650 if (op->contr) 2276 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2278
2653 free_object (tmp); 2279 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2280 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281
2655 if (op->stats.hp < 0) 2282 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2284
2657 if (op->stats.food < 0) 2285 if (op->stats.food < 0)
2658 op->stats.food = 999; 2286 op->stats.food = 999;
2659 fix_player (op); 2287
2288 op->update_stats ();
2660 return 1; 2289 return 1;
2661 } 2290 }
2291
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2295 return 0;
2666} 2296}
2668/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* 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 2299 * 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 2300 * function will descend into containers. op is the object to start the search
2671 * from. 2301 * from.
2672 */ 2302 */
2673void 2303static void
2674remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2675{ 2305{
2676 object *next;
2677
2678 while (op) 2306 while (op)
2679 { 2307 {
2680 next = op->below; /* Make sure we have a good value, in case 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2309
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2311 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2691 } 2316 }
2692 else if (op->inv) 2317 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2319
2694 op = next; 2320 op = next;
2695 } 2321 }
2696} 2322}
2697 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2698 2330
2699/* 2331/*
2700 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2348 else
2717 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2352 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2355 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2359 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2727 { 2361 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2364 strcat (buf2, buf);
2731 } 2365 }
2366
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2735 return buf2; 2371 return buf2;
2736} 2372}
2737
2738
2739 2373
2740void 2374void
2741do_some_living (object *op) 2375do_some_living (object *op)
2742{ 2376{
2743 int last_food = op->stats.food; 2377 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2383 int rate_grace = 2000;
2750 const int max_hp = 1; 2384 const int max_hp = 1;
2751 const int max_sp = 1; 2385 const int max_sp = 1;
2752 const int max_grace = 1; 2386 const int max_grace = 1;
2753 2387
2754 if (op->contr->outputs_sync) 2388 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 } 2389 {
2390 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2397 }
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2399 {
2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2405 }
2760 2406
2761 if (op->contr->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2762 { 2408 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2413 else
2769 { 2414 {
2770 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2417 }
2418
2773 if (op->contr->gen_sp >= 0) 2419 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2421 else
2776 { 2422 {
2777 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2425 }
2426
2780 if (op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2429 else
2783 { 2430 {
2784 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2433 }
2787 2434
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 */ 2435 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2834 { 2438 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2837 if (max_grace > 1) 2442 if (max_grace > 1)
2838 { 2443 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2445 if (over_grace > 0)
2841 { 2446 {
2853 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2854 } 2459 }
2855 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2856 } 2461 }
2857 2462
2463 if (op->stats.food > 0)
2464 {
2858 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2859 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2860 {
2861 if (op->stats.hp < op->stats.maxhp)
2862 { 2467 {
2863 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2864 /* dms do not consume food */ 2469
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2866 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2867 op->stats.food--; 2477 op->stats.food--;
2478
2868 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2869 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2872 } 2484 }
2873 } 2485
2874 if (max_hp > 1) 2486 if (max_sp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 { 2487 {
2879 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2880 op->last_heal = 0; 2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2881 } 2506 }
2882 else 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2883 { 2515 {
2884 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2885 } 2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2886 } 2541 }
2887 else 2542 else
2888 {
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 } 2544 }
2891 } 2545 }
2892 2546
2893 /* Digestion */ 2547 /* Digestion */
2894 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2895 { 2549 {
2896#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 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 2552
2903 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2905 else 2554
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */ 2555 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2557 op->stats.food--;
2910 } 2558 }
2911 }
2912 2559
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2561 {
2915 object *tmp, *flesh = NULL; 2562 object *tmp, *flesh = 0;
2916 2563
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2565 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2922 { 2567 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2571 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2573 break;
2927 } 2574 }
2928 else if (tmp->type == FLESH) 2575 else if (tmp->type == FLESH)
2929 flesh = tmp; 2576 flesh = tmp;
2930 } /* End if paid for object */ 2577 } /* End if paid for object */
2931 } /* end of for loop */ 2578 } /* end of for loop */
2579
2932 /* If player is still starving, it means they don't have any food, so 2580 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2581 * eat flesh instead.
2934 */ 2582 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2584 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2939 } 2591 {
2940 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2941 2595
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2596 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); 2597 kill_player (op);
2598 }
2947} 2599}
2948
2949
2950 2600
2951/* If the player should die (lack of hp, food, etc), we call this. 2601/* 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 2602 * 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 2603 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2604 * file.
2955 */ 2605 */
2956void 2606void
2957kill_player (object *op) 2607kill_player (object *op)
2958{ 2608{
2609 int x, y;
2959 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2960 int x, y;
2961
2962 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2611 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; 2612 int will_kill_again;
2971 archetype *at; 2613 archetype *at;
2972 object *tmp; 2614 object *tmp;
2973 2615
2974 if (save_life (op)) 2616 if (save_life (op))
2975 return; 2617 return;
2976
2977 2618
2978 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* 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. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2980 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2981 */ 2622 */
2983 { 2624 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2625 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..."); 2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2627
2987 /* restore player */ 2628 /* restore player */
2988 at = find_archetype ("poisoning"); 2629 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2631 {
2992 remove_ob (tmp); 2632 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2634 }
2996 2635
2997 at = find_archetype ("confusion"); 2636 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2638 {
3001 remove_ob (tmp); 2639 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2641 }
3005 2642
3006 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2646 op->stats.food = 999;
3010 2647
3011 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2650 {
3015 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
3016 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
3017 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "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); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
3020 tmp->msg = buf; 2656 );
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2660 }
3026 2661
3027 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2664 op->contr->braced = 0;
3033 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
3034 2669
3035 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
3036 2671
3037 if (op->stats.food < 0) 2672 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"); 2673 strcpy (op->contr->killer, "starvation");
2674
2675 op->contr->play_sound (sound_find ("player_dies"));
2676
2677 /* save the map location for corpse, gravestone */
2678 x = op->x;
2679 y = op->y;
2680 map = op->map;
2681
2682 /* NOT_PERMADEATH code. This basically brings the character back to
2683 * life if they are dead - it takes some exp and a random stat.
2684 * See the config.h file for a little more in depth detail about this.
2685 */
2686
2687 /* Basically two ways to go - remove a stat permanently, or just
2688 * make it depletion. This bunch of code deals with that aspect
2689 * of death.
2690 */
2691#ifndef COZY_SERVER
2692 if (settings.balanced_stat_loss)
2693 {
2694 /* If stat loss is permanent, lose one stat only. */
2695 /* Lower level chars don't lose as many stats because they suffer
2696 more if they do. */
2697 /* Higher level characters can afford things such as potions of
2698 restoration, or better, stat potions. So we slug them that
2699 little bit harder. */
2700 /* GD */
2701 if (settings.stat_loss_on_death)
2702 num_stats_lose = 1;
2703 else
2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 } 2705 }
3049 else 2706 else
3050 { 2707 num_stats_lose = 1;
3051 if (op->contr->explore) 2708
3052 { 2709 lost_a_stat = 0;
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2710
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2711 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 } 2712 {
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2713 i = RANDOM () % NUM_STATS;
3061 2714
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) 2715 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2716 {
3091 else 2717 /* Pick a random stat and take a point off it. Tell the player
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2718 * what he lost.
2719 */
2720 change_attr_value (&(op->stats), i, -1);
2721 check_stat_bounds (&(op->stats));
2722 change_attr_value (&(op->contr->orig_stats), i, -1);
2723 check_stat_bounds (&(op->contr->orig_stats));
2724 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2725 lost_a_stat = 1;
3093 } 2726 }
3094 else 2727 else
3095 { 2728 {
3096 num_stats_lose = 1; 2729 /* deplete a stat */
3097 } 2730 archetype *deparch = archetype::find ("depletion");
3098 lost_a_stat = 0; 2731 object *dep;
3099 2732
3100 for (z = 0; z < num_stats_lose; z++) 2733 dep = present_arch_in_ob (deparch, op);
3101 { 2734 if (!dep)
3102 i = RANDOM () % NUM_STATS;
3103
3104 if (settings.stat_loss_on_death)
3105 { 2735 {
3106 /* Pick a random stat and take a point off it. Tell the player 2736 dep = arch_to_object (deparch);
3107 * what he lost. 2737 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 } 2738 }
3116 else 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
3117 { 2741 {
3118 /* deplete a stat */ 2742 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2743 /* Get the stat that we're about to deplete. */
3120 object *dep; 2744 this_stat = get_attr_value (&(dep->stats), i);
3121 2745 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2746 {
3125 dep = arch_to_object (deparch); 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2748 int keep_chance = this_stat * this_stat;
3127 } 2749
3128 lose_this_stat = 1; 2750 /* 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) 2751 if (keep_chance < 1)
2752 keep_chance = 1;
2753
2754 /* There is a maximum depletion total per level. */
2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2756 {
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; 2757 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2759 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 } 2760 }
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 */ 2761 else
3170 if (this_stat >= -50)
3171 { 2762 {
3172 change_attr_value (&(dep->stats), i, -1); 2763 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; 2764 lose_this_stat = 0;
2765 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2766 this_stat, keep_chance, loss_chance,
2767 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2768 }
3178 } 2769 }
3179 } 2770 }
2771
2772 if (lose_this_stat)
2773 {
2774 this_stat = get_attr_value (&(dep->stats), i);
2775 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low
2778 * and should be roughly the same, so it shouldn't make a
2779 * difference.
2780 */
2781 if (this_stat >= -50)
2782 {
2783 change_attr_value (&(dep->stats), i, -1);
2784 SET_FLAG (dep, FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats ();
2787 lost_a_stat = 1;
2788 }
3180 } 2789 }
2790 }
2791 }
3181 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2793 if (!lost_a_stat)
3183 { 2794 {
3184 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2796 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2797 const char *god = determine_god (op);
3187 2798
3188 if (god && (strcmp (god, "none"))) 2799 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); 2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2801 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2803 }
2804#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2806#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 2807
3196 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2809 * exp loss on the stone.
3198 */ 2810 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2813 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2815 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); 2816 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; 2817 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2818 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2820
3209 /**************************************/ 2821 /**************************************/
3210 /* */ 2822 /* */
3211 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
3214 /* */ 2826 /* */
3215
3216 /**************************************/ 2827 /**************************************/
3217 2828
3218 /* remove any poisoning and confusion the character may be suffering. */ 2829 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2830 /* restore player */
3220 at = find_archetype ("poisoning"); 2831 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
2833
3222 if (tmp) 2834 if (tmp)
3223 { 2835 {
3224 remove_ob (tmp); 2836 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2838 }
3228 2839
3229 at = find_archetype ("confusion"); 2840 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2841 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2842 if (tmp)
3232 { 2843 {
3233 remove_ob (tmp); 2844 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2846 }
2847
3237 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
3238 2849
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
3242 op->stats.food = 900; 2853 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2857
3247 /* 2858 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2859 * 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 2860 * and put them back in the map.
3250 * in the map. 2861 */
3251 */ 2862 op->drop_unpaid_items ();
3252 2863
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/ 2864 /****************************************/
3257 /* */ 2865 /* */
3258 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3260 /* */ 2868 /* */
3261
3262 /****************************************/ 2869 /****************************************/
3263 2870
3264 enter_player_savebed (op); 2871 enter_player_savebed (op);
3265 2872
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2873 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2874
3272 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2878 * on the space that might harm the player.
3276 */ 2879 */
3277 will_kill_again = 0; 2880 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
3282 } 2884
3283 if (will_kill_again) 2885 if (will_kill_again)
3284 { 2886 {
3285 object *force; 2887 object *force;
3286 int at; 2888 int at;
3287 2889
3288 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2892 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2897 force->resist[at] = 100;
3297 } 2898
3298 insert_ob_in_ob (force, op); 2899 insert_ob_in_ob (force, op);
3299 fix_player (op); 2900 op->update_stats ();
3300 2901
3301 } 2902 }
3302 2903
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2904 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} 2905}
3372
3373 2906
3374void 2907void
3375loot_object (object *op) 2908loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3378 2911
3379 if (op->container) 2912 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2913
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3385 { 2915 {
3386 next = tmp->below; 2916 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2917
2918 if (tmp->invisible)
3388 continue; 2919 continue;
3389 remove_ob (tmp); 2920
2921 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3391 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2926
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2928 {
3397 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3398 { 2930 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3400 free_object (tmp2);
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2933 }
3403 else 2934 else
3404 free_object (tmp); 2935 tmp->destroy ();
3405 } 2936 }
3406 else 2937 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2938 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2939 }
3409} 2940}
3411/* 2942/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2945 * was changed.
3415 */ 2946 */
3416
3417void 2947void
3418fix_weight (void) 2948fix_weight (void)
3419{ 2949{
3420 player *pl; 2950 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2951 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3425 2953
3426 if (old == sum) 2954 pl->ob->update_weight ();
3427 continue; 2955
3428 fix_player (pl->ob); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
3430 } 2961 }
3431} 2962}
3432 2963
3433void 2964void
3434fix_luck (void) 2965fix_luck (void)
3435{ 2966{
3436 player *pl; 2967 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3441} 2970}
3442
3443 2971
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3447 */ 2975 */
3448
3449void 2976void
3450cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3451{ 2978{
3452 object *skop, *spob; 2979 object *skop, *spob;
3453 2980
3474 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3003
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3005
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3007}
3483 3008
3484void 3009void
3485make_visible (object *op) 3010make_visible (object *op)
3486{ 3011{
3487 op->hide = 0; 3012 op->hide = 0;
3488 op->invisible = 0; 3013 op->invisible = 0;
3014
3489 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3490 { 3016 {
3491 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3493 } 3019 }
3020
3494 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3495} 3022}
3496 3023
3497int 3024int
3498is_true_undead (object *op) 3025is_true_undead (object *op)
3499{ 3026{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3503 return 1; 3028 return 1;
3504 3029
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; 3030 return 0;
3511} 3031}
3512 3032
3513/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3515 * indicate greater hideability. 3035 * indicate greater hideability.
3516 */ 3036 */
3517
3518int 3037int
3519hideability (object *ob) 3038hideability (object *ob)
3520{ 3039{
3521 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3522 sint16 x, y; 3041 sint16 x, y;
3532 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3533 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3534 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3535 3054
3536 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3537 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3538 { 3059 {
3539 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3540 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3541 {
3542 continue; 3062 continue;
3543 } 3063
3544 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3545 level += 2; 3065 level += 2;
3546 else /* open terrain! */ 3066 else /* open terrain! */
3547 level -= 1; 3067 level -= 1;
3548 } 3068 }
3556/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 3080 */
3561
3562void 3081void
3563do_hidden_move (object *op) 3082do_hidden_move (object *op)
3564{ 3083{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566 object *skop; 3085 object *skop;
3570 3089
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3091
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3577 { 3095 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3097 make_visible (op);
3580 return; 3098 return;
3581 } 3099 }
3582 else 3100 else
3583 num += 20; 3101 num += 20;
3584 } 3102
3585 num += op->map->difficulty; 3103 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3105 num -= hide;
3106
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3108 {
3590 make_visible (op); 3109 make_visible (op);
3591 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3112 }
3594 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3115}
3599 3116
3600/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3601 3118
3602int 3119int
3603stand_near_hostile (object *who) 3120stand_near_hostile (object *who)
3604{ 3121{
3605 object *tmp = NULL; 3122 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3124 maptile *m;
3608 sint16 x, y; 3125 sint16 x, y;
3609 3126
3610 if (!who) 3127 if (!who)
3611 return 0; 3128 return 0;
3612 3129
3629 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3630 continue; 3147 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3149 continue;
3633 3150
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3152 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3154 return 1;
3638 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3639 { 3156 {
3650 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3651 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3652 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3653 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3654 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3655 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3656 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3657 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3659 * -b.t. 3176 * -b.t.
3660 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3661 */ 3178 */
3662
3663int 3179int
3664player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3665{ 3181{
3666 rv_vector rv; 3182 rv_vector rv;
3667 int dx, dy; 3183 int dx, dy;
3669 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3670 { 3186 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3188 return -1;
3673 } 3189 }
3190
3674 if (!pl || !op) 3191 if (!pl || !op)
3675 return 0; 3192 return 0;
3676 3193
3677 if (op->head)
3678 {
3679 op = op->head; 3194 op = op->head_ ();
3680 } 3195
3681 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3682 3197
3683 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3199 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3686 * a blocked los square. 3201 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3688 */ 3203 */
3689 while (op) 3204 while (op)
3690 { 3205 {
3691 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3693 3208
3694 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3211 * for any meaningful values.
3697 */ 3212 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3216 return 1;
3217
3702 op = op->more; 3218 op = op->more;
3703 } 3219 }
3220
3704 return 0; 3221 return 0;
3705} 3222}
3706 3223
3707/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3708 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3711 * return 0. 3228 * return 0.
3712 */ 3229 */
3713int 3230int
3714action_makes_visible (object *op) 3231action_makes_visible (object *op)
3715{ 3232{
3716
3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 { 3234 {
3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3720 return 0; 3236 return 0;
3721 3237
3727 { 3243 {
3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3729 return 1; 3245 return 1;
3730 } 3246 }
3731 } 3247 }
3248
3732 return 0; 3249 return 0;
3733} 3250}
3734 3251
3735/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3736 * a player) is standing on a valid battleground-tile, 3253 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3742 */ 3259 */
3743int 3260int
3744op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3745{ 3262{
3746 object *tmp;
3747
3748 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3752 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3753 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3755 { 3270 {
3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757 { 3272 {
3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3759 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3760 { 3277 {
3761 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3762 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763 { 3280 {
3764 object *invtmp;
3765
3766 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3767 { 3282 {
3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3769 { 3284 {
3770 if (x != NULL && y != NULL) 3285 if (x && y)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3772 return 1; 3288 return 1;
3773 } 3289 }
3774 } 3290 }
3775 } 3291 }
3292
3776 if (x != NULL && y != NULL) 3293 if (x && y)
3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3778 return 1; 3296 return 1;
3779 } 3297 }
3780 } 3298 }
3781 } 3299 }
3300
3782 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3783 return 0; 3302 return 0;
3784} 3303}
3785 3304
3786/* 3305/*
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3322 int i = 0, j = 0;
3804 3323
3805 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3808 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3810 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3812 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3814 3333
3815 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3816 return; 3335 return;
3817 3336
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3338
3820 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3821 { 3340 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3342 return;
3824 } 3343 }
3825 3344
3826 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3346 item = tr->item;
3828 3347
3829 if (item->type == SPELL) 3348 if (item->type == SPELL)
3830 { 3349 {
3831 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3832 return; 3351 return;
3891 { 3410 {
3892 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3412 object *skin;
3894 3413
3895 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3897 if (skin == NULL) 3418 if (!skin)
3898 return; 3419 return;
3899 3420
3900 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3423 {
3947 * not readied. 3468 * not readied.
3948 */ 3469 */
3949void 3470void
3950player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3951{ 3472{
3952 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3953 3475
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3955 { 3477 pl->combat_ob = 0;
3478
3956 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3957 { 3480 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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