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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 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);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 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);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
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
319/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 383 * mode.
322 */ 384 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 385player *
386player::create ()
387{
388 player *pl = new player;
328 389
329 p = get_player (NULL); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 391
333 if (p->socket.faces_sent == NULL) 392 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
335 395
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 396 set_first_map (pl->ob);
343 397
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 398 return pl;
352} 399}
353 400
354/* 401/*
355 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
358 */ 405 */
359archetype * 406archetype *
360get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
361{ 408{
362 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);
363 416
364 for (;;) 417 for (;;)
365 { 418 {
366 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
367 at = first_archetype; 420 i = archetypes.begin ();
368 else 421 else if (*i == at)
369 at = at->next; 422 cleanup ("not a single player archetype found");
423
370 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
371 return at; 425 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 426 }
378} 427}
379
380 428
381object * 429object *
382get_nearest_player (object *mon) 430get_nearest_player (object *mon)
383{ 431{
384 object *op = NULL; 432 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 433 objectlink *ol;
387 unsigned lastdist; 434 unsigned lastdist;
388 rv_vector rv; 435 rv_vector rv;
389 436
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 438 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 440 continue;
420 441
421 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
422 { 443 {
423 op = ol->ob; 444 op = ol->ob;
424 lastdist = rv.distance; 445 lastdist = rv.distance;
425 } 446 }
426 } 447 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 448
428 { 449 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
433 { 452 {
434 op = pl->ob; 453 op = pl->ob;
435 lastdist = rv.distance; 454 lastdist = rv.distance;
436 } 455 }
437 } 456
438 }
439#if 0 457#if 0
440 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)");
441#endif 459#endif
442 return op; 460 return op;
443} 461}
461 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 481 * is probably not a good thing.
464 */ 482 */
465#define MAX_SPACES 50 483#define MAX_SPACES 50
466
467 484
468/* 485/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
502 x = mon->x; 519 x = mon->x;
503 y = mon->y; 520 y = mon->y;
504 m = mon->map; 521 m = mon->map;
505 dir = rv.direction; 522 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 527 if (diff > max)
510 return 0; 528 return 0;
529
511 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
512 { 531 {
513 lastx = x; 532 lastx = x;
514 lasty = y; 533 lasty = y;
515 lastmap = m; 534 lastmap = m;
597 max--; 616 max--;
598 lastdir = dir; 617 lastdir = dir;
599 if (!firstdir) 618 if (!firstdir)
600 firstdir = dir; 619 firstdir = dir;
601 } 620 }
621
602 if (diff <= 1) 622 if (diff <= 1)
603 { 623 {
604 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 625 * headed toward player for entire distance.
606 */ 626 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 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));
609 } 629 }
630
610 if (diff > max) 631 if (diff > max)
611 return 0; 632 return 0;
612 } 633 }
634
613 /* 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 */
614 if (!max) 636 if (!max)
615 return 0; 637 return 0;
616 638
617 return firstdir; 639 return firstdir;
618} 640}
619 641
620void 642void
621give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
622{ 644{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 645 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 647
628 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
629 { 649 {
630 next = op->below; 650 next = op->below;
631 651
632 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
633 * 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
638 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 659 * by this player due to race restrictions
640 */ 660 */
641 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
642 { 662 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
644 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
647 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))
648 { 670 {
649 remove_ob (op); 671 op->destroy ();
650 free_object (op);
651 continue; 672 continue;
652 } 673 }
653 } 674 }
654 675
655 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
667 break; 688 break;
668 689
669 if (tmp) 690 if (tmp)
670 { 691 {
671 remove_ob (op); 692 op->destroy ();
672 free_object (op);
673 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);
674 continue; 694 continue;
675 } 695 }
696
676 if (op->nrof > 1) 697 if (op->nrof > 1)
677 op->nrof = 1; 698 op->nrof = 1;
678 } 699 }
679 700
680 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 703
685 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
686 * 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
687 * merged properly. 706 * merged properly.
688 */ 707 */
689 if (need_identify (op)) 708 if (need_identify (op))
690 { 709 {
691 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 713 }
714
695 if (op->type == SPELL) 715 if (op->type == SPELL)
696 { 716 {
697 remove_ob (op); 717 op->destroy ();
698 free_object (op);
699 continue; 718 continue;
700 } 719 }
701 else if (op->type == SKILL) 720 else if (op->type == SKILL)
702 { 721 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
704 op->stats.exp = 0; 723 op->stats.exp = 0;
705 op->level = 1; 724 op->level = 1;
706 } 725 }
707 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
708 else
709 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
710 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
711 729
712 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
713 link_player_skills (pl); 731 link_player_skills (pl);
714} 732}
715 733
716void 734void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
801{ 736{
802 if (party == NULL) 737 if (party == NULL)
803 { 738 {
804 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);
805 return; 740 return;
806 } 741 }
742
807 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
810 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:");
811} 747}
812
813 748
814/* 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. */
815int 750static int
816roll_stat (void) 751roll_stat (void)
817{ 752{
818 int a[4], i, j, k; 753 int a[4], i, j, k;
819 754
820 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
822 757
823 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 759 if (a[i] < k)
825 k = a[i], j = i; 760 k = a[i], j = i;
826 761
827 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 763 if (i != j)
830 k += a[i]; 764 k += a[i];
831 } 765
832 return k; 766 return k;
833} 767}
834 768
835void 769void
836roll_stats (object *op) 770object::roll_stats ()
837{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
838 int sum = 0; 776 int sum = 0;
839 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
841 779
842 do 780 if (sum >= 82 && sum <= 116)
781 break;
843 { 782 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 783
855 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 786
864 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
865 do 788 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 789
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 790 stats.exp = 0;
900 op->stats.ac = 0; 791 stats.ac = 0;
901 792
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
911} 805}
912 806
913void 807void
914Roll_Again (object *op) 808object::swap_stats (int a, int b)
915{ 809{
916 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 811
921void 812 for (int i = 0; i < NUM_STATS; ++i)
922Swap_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)
923{ 839{
924 signed char tmp;
925 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
926 841
927 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str;
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf);
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 844}
1042 845
1043/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1047 * not the class. 850 * not the class.
1048 */ 851 */
1049 852void
1050int 853player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 854{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
1069 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1071 864
1072 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1073 866
1074 if (op->msg) 867 if (ob->msg)
1075 op->msg = NULL; 868 ob->msg = 0;
1076 869
1077 /* 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
1078 * to save here. 871 * to save here.
1079 */ 872 */
873 {
874 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1082 878
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 879 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 882 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1091 fix_player (op); 884 ob->update_stats ();
1092 885
1093 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1094 * is one for this race 887 * is one for this race
1095 */ 888 */
1096 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1097 { 890 {
1098 object *tmp; 891 object *tmp;
1099 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1100 893
1101 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);
1102 tmp = get_object (); 895 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1106 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;
1107 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1108 * default initial map */ 901 * default initial map */
1109 free_object (tmp); 902 tmp->destroy ();
1110 } 903 }
1111 else 904 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 906}
1115 return 0;
1116 }
1117 907
908void
909player::chargen_race_next ()
910{
1118 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1120 */ 913 */
1121 914
1122 tmp_loop = 0; 915 do
1123 while (!tmp_loop)
1124 { 916 {
1125 shstr name = op->name; 917 shstr name = ob->name;
1126 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1127 919
1128 remove_statbonus (op); 920 ob->remove_statbonus ();
1129 remove_ob (op); 921 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 923 ob->arch->copy_to (ob);
1132 op->instantiate (); 924 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1135 op->x = x; 927 ob->x = x;
1136 op->y = y; 928 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 932 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 933 }
934 while (!allowed_class (ob));
1143 935
1144 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 938 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 941 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 942}
1206 943
1207void 944void
1208flee_player (object *op) 945flee_player (object *op)
1209{ 946{
1239 { 976 {
1240 op->enemy = NULL; 977 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 979 return;
1243 } 980 }
981
1244 get_rangevector (op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1245 983
1246 dir = absdir (4 + rv.direction); 984 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 985 for (diff = 0; diff < 3; diff++)
1248 { 986 {
1249 int m = 1 - (RANDOM () & 2); 987 int m = 1 - (RANDOM () & 2);
1250 988
1251 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)))
1252 {
1253 return; 990 return;
1254 }
1255 } 991 }
992
1256 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 995 op->enemy = NULL;
1259} 996}
1260 997
1261
1262/* 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.
1263 * 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
1264 * stop. 1000 * stop.
1265 */ 1001 */
1266int 1002int
1267check_pick (object *op) 1003check_pick (object *op)
1268{ 1004{
1269 object *tmp, *next; 1005 object *tmp, *next;
1270 int stop = 0; 1006 int stop = 0;
1271 int j, k, wvratio; 1007 int wvratio;
1272 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1273 1009
1274 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1276 return 1; 1012 return 1;
1277 1013
1278 next = op->below; 1014 next = op->below;
1279 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1280 /* 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
1281 * destroyed */ 1020 * destroyed */
1282 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1283 { 1022 {
1284 tmp = next; 1023 tmp = next;
1285 next = tmp->below; 1024 next = tmp->below;
1286 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1287 if (op->destroyed ()) 1032 if (op->destroyed ())
1288 return 0; 1033 return 0;
1289 1034
1290 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1291 continue; 1036 continue;
1292 1037
1293 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1294 { 1039 {
1295 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1296 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1297 continue; 1042 continue;
1298 } 1043 }
1299 1044
1300 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1301 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1303 switch (op->contr->mode) 1048 switch (op->contr->mode)
1304 { 1049 {
1305 case 0: 1050 case 0:
1306 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1307 case 1: 1052 case 1:
1308 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1309 return 1; 1054 return 1;
1310 case 2: 1055 case 2:
1311 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1312 return 0; 1057 return 0;
1313 case 3: 1058 case 3:
1314 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1315 case 4: 1060 case 4:
1316 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1317 break; 1062 break;
1318 case 5: 1063 case 5:
1319 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1320 stop = 1; 1065 stop = 1;
1321 break; 1066 break;
1322 case 6: 1067 case 6:
1323 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1324 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1325 break; 1071 break;
1326 1072
1327 case 7: 1073 case 7:
1328 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1329 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1330 break; 1076 break;
1331 1077
1332 default: 1078 default:
1333 /* use value density */ 1079 /* use value density */
1334 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1335 && (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)
1336 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1337 } 1083 }
1338 } 1084 }
1339 else 1085 else
1340 { /* old model */ 1086 { /* old model */
1341 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1345 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &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))));
1348 else 1094 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &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
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1099 }
1100
1382 /* philosophy: 1101 /* philosophy:
1383 * 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
1384 * generic. This takes no game-time. For more detailed pickups 1103 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1386 * 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
1387 * example. 1106 * example.
1388 * 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
1389 * 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
1390 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1423 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1424 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1425 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1426 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1427 { 1146 {
1428 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1429 continue; 1148 continue;
1430 } 1149 }
1431 1150
1432 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1153 {
1435 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1436 continue; 1155 continue;
1437 } 1156 }
1438 1157
1439 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1440 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1441 { 1160 {
1442 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1443 continue; 1162 continue;
1444 } 1163 }
1445 1164
1446 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1447 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1448 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1449 { 1168 {
1450 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1451 continue; 1170 continue;
1452 } 1171 }
1453 1172
1454 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1455 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1456 { 1175 {
1457 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1458 continue; 1177 continue;
1459 } 1178 }
1460 1179
1461 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1462 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1463 { 1182 {
1464 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1465 continue; 1184 continue;
1466 } 1185 }
1467 1186
1468 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1469 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1470 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1471 { 1190 {
1472 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1473 continue; 1192 continue;
1474 } 1193 }
1475 1194
1476 /* pick up all magical items */ 1195 /* pick up all magical items */
1477 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1478 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))
1479 { 1198 {
1480 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1481 continue; 1200 continue;
1482 } 1201 }
1483 1202
1484 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1485 { 1204 {
1486 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1487 { 1206 {
1488 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1489 continue; 1208 continue;
1490 } 1209 }
1491 } 1210 }
1492 1211
1493 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1494 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1495 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1496 { 1215 {
1497 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1498 continue; 1217 continue;
1499 } 1218 }
1500 1219
1501 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1502 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1503 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1504 { 1223 {
1505 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1506 continue; 1225 continue;
1507 } 1226 }
1508 1227
1509 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1510 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1511 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1512 { 1231 {
1513 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1514 continue; 1233 continue;
1515 } 1234 }
1516 1235
1517 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1518 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1519 { 1238 {
1520 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1521 continue; 1240 continue;
1522 } 1241 }
1523 1242
1524 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1525 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1526 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1527 { 1246 {
1528 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1529 continue; 1248 continue;
1530 } 1249 }
1531 1250
1532 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1533 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1534 { 1253 {
1535 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1536 continue; 1255 continue;
1537 } 1256 }
1538 1257
1539 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1540 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1541 { 1260 {
1542 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1543 continue; 1262 continue;
1544 } 1263 }
1545 1264
1546 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1547 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1548 { 1267 {
1549 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1550 continue; 1269 continue;
1551 } 1270 }
1552 1271
1553 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1554 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1555 { 1274 {
1556 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1557 continue; 1276 continue;
1558 } 1277 }
1559 1278
1560 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1561 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1562 { 1281 {
1563 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1564 continue; 1283 continue;
1565 } 1284 }
1566 1285
1567 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1568 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1569 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1570 { 1289 {
1571 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1572 continue; 1291 continue;
1573 } 1292 }
1574 1293
1575 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1577 { 1296 {
1578 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1579 { 1298 {
1580 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 &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1582 { 1301 {
1583 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1584 continue; 1303 continue;
1585 } 1304 }
1586 } 1305 }
1587 1306
1588 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1589 { 1308 {
1590 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)
1591 { 1310 {
1592 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1593 continue; 1312 continue;
1594 } 1313 }
1595 } 1314 }
1596 } 1315 }
1597 1316
1598 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1599 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1600 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1601 { 1320 {
1602 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1603 continue; 1322 continue;
1604 } 1323 }
1605 1324
1606 /* 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
1607 * pickups */ 1326 * pickups */
1612 /* >=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
1613 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1614 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1615 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)
1616 { 1335 {
1617 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1618#if 0 1337#if 0
1619 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1620 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1621 { 1340 {
1622 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1623 } 1342 }
1624 else 1343 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1627 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))));
1628#endif 1347#endif
1629 continue; 1348 continue;
1630 } 1349 }
1641 * found object is returned. 1360 * found object is returned.
1642 */ 1361 */
1643object * 1362object *
1644find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1645{ 1364{
1646 object *tmp = NULL;
1647
1648 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type);
1651 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);
1652 return op; 1374 return arrow;
1375 }
1376
1653 return tmp; 1377 return 0;
1654} 1378}
1655 1379
1656/* 1380/*
1657 * 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
1658 * 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
1659 * 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
1660 * 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.
1661 */ 1385 */
1662
1663object * 1386object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1388{
1666 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1700 else 1423 else
1701 { 1424 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1426 {
1704 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 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)
1707 { 1430 {
1708 tmp = arrow; 1431 tmp = arrow;
1709 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;
1710 } 1433 }
1711 } 1434 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1436 {
1714 tmp = arrow; 1437 tmp = arrow;
1733 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1457 * op = the shooter
1735 * type = bow->race 1458 * type = bow->race
1736 * dir = fire direction 1459 * dir = fire direction
1737 */ 1460 */
1738
1739object * 1461object *
1740pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1741{ 1463{
1742 object *tmp = NULL; 1464 object *tmp = NULL;
1743 maptile *m; 1465 maptile *m;
1808 */ 1530 */
1809int 1531int
1810fire_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)
1811{ 1533{
1812 object *left, *bow; 1534 object *left, *bow;
1813 int bowspeed, mflags; 1535 int mflags;
1814 maptile *m; 1536 maptile *m;
1815 1537
1816 if (!dir) 1538 if (!dir)
1817 { 1539 {
1818 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!");
1819 return 0; 1541 return 0;
1820 } 1542 }
1821 if (op->type == PLAYER) 1543
1822 bow = op->contr->ranges[range_bow]; 1544 if (op->contr)
1545 bow = op->current_weapon;
1823 else 1546 else
1824 { 1547 {
1825 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1826 /* 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
1827 * 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.
1832 if (!bow) 1555 if (!bow)
1833 { 1556 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1558 return 0;
1836 } 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
1837 } 1568 }
1569
1838 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1839 { 1571 {
1840 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);
1841 return 0; 1573 return 0;
1842 } 1574 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1575
1852 if (arrow == NULL) 1576 if (arrow == NULL)
1853 { 1577 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1579 {
1856 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1857 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);
1858 /* 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 */
1859 else 1583 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1861 return 0; 1586 return 0;
1862 } 1587 }
1863 } 1588 }
1589
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1591 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1592 return 0;
1868 } 1593
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1595 {
1871 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.");
1872 return 0; 1597 return 0;
1873 } 1598 }
1874 1599
1875 /* this should not happen, but sometimes does */ 1600 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1601 if (arrow->nrof == 0)
1877 { 1602 {
1878 remove_ob (arrow); 1603 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1604 return 0;
1881 } 1605 }
1882 1606
1883 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1885 if (arrow == NULL) 1609 if (!arrow)
1886 { 1610 {
1887 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);
1888 return 0; 1612 return 0;
1889 } 1613 }
1890 set_owner (arrow, op); 1614
1615 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1617 arrow->direction = dir;
1894 arrow->x = sx; 1618
1895 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;
1896 1651
1897 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1898 { 1653 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 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;
1932 } 1661 }
1933 else 1662 else
1934 { 1663 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1664 arrow->level = op->level;
1937 } 1665 arrow->stats.wc -= bow->magic;
1938 1666
1939 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1940 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1941 1672
1942 if (bow->slaying != NULL) 1673 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1675
1945 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1679
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1950 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1951 1682
1952 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1684 move_arrow (arrow);
1954
1955 if (op->type == PLAYER)
1956 {
1957 if (left->destroyed ())
1958 esrv_del_item (op->contr, left->count);
1959 else
1960 esrv_send_item (op, left);
1961 }
1962 1685
1963 return 1; 1686 return 1;
1964} 1687}
1965 1688
1966/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1975{ 1698{
1976 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1977 1700
1978 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1979 { 1702 {
1980 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);
1981 } 1704 }
1982 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)
1983 { 1706 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1708 wcmod = -1;
1709
1986 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);
1987 } 1711 }
1988 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1989 { 1713 {
1990 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);
1994 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1719 {
1996 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);
1997 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);
1998 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);
1999
2000 } 1723 }
2001 else 1724 else
2002 { 1725 {
2003 /* Simple case */ 1726 /* Simple case */
2004 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);
2005 } 1728 }
1729
2006 return ret; 1730 return ret;
2007} 1731}
2008
2009 1732
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
2012 */ 1735 */
2013void 1736void
2014fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
2015{ 1738{
2016 object *item; 1739 object *item = op->contr->ranged_ob;
2017 1740
2018 if (!op->contr->ranges[range_misc]) 1741 if (!item)
2019 { 1742 {
2020 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.");
2021 return; 1744 return;
2022 } 1745 }
2023 1746
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1747 if (!item->inv)
2026 { 1748 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1750 return;
2029 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2030 if (item->type == WAND) 1756 if (item->type == WAND)
2031 { 1757 {
2032 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2033 { 1759 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
2035 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
2036 return; 1763 return;
2037 } 1764 }
2038 } 1765 }
2039 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2040 { 1767 {
2041 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))
2042 { 1769 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2044 if (item->type == ROD) 1772 if (item->type == ROD)
2045 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));
2046 else 1774 else
2047 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
2048 return; 1777 return;
2049 } 1778 }
2050 } 1779 }
2051 1780
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2059 object *tmp; 1788 object *tmp;
2060 1789
2061 if (item->arch) 1790 if (item->arch)
2062 { 1791 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2065 item->speed = 0; 1794 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1795 }
1796
2068 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1799 }
2071 } 1800 }
2072 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1802 drain_rod_charge (item);
2075 }
2076 } 1803 }
2077} 1804}
2078 1805
2079/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2080 */ 1807 */
2081void 1808bool
2082fire (object *op, int dir) 1809fire (object *op, int dir)
2083{ 1810{
2084 int spellcost = 0; 1811 int spellcost = 0;
2085 1812
2086 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2088 make_visible (op); 1815 make_visible (op);
2089 1816
2090 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;
2091 { 1823 }
2092 case range_none:
2093 return;
2094 1824
2095 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:
2096 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2097 return; 1842 break;
2098 1843
2099 case range_magic: /* Casting spells */ 1844 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1846 break;
2102 1847
2103 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
2104 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
2105 return; 1858 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1859 }
2133}
2134 1860
2135 1861 return true;
1862}
2136 1863
2137/* find_key 1864/* find_key
2138 * 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
2139 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1869 * pl is the player,
2143 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2146 */ 1873 */
2147
2148object * 1874object *
2149find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2150{ 1876{
2151 object *tmp, *key; 1877 object *tmp, *key;
2152 1878
2153 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1880 if (!container->inv)
2155 return NULL; 1881 return 0;
2156 1882
2157 /* 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 */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1885 {
2160 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1887 break;
2162 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2164 */ 1890 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1892 break;
2167 } 1893 }
1894
2168 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2169 /* 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.
2170 * 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
2171 * a key, return 1898 * a key, return
2172 */ 1899 */
2173 if (!tmp) 1900 if (!tmp)
2174 { 1901 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1903 {
2177 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1906 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2181 return key; 1908 return key;
2182 } 1909 }
2183 } 1910 }
1911
2184 if (!tmp) 1912 if (!tmp)
2185 return NULL; 1913 return NULL;
2186 } 1914 }
1915
2187 /* 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,
2188 * see if we actually want to use it 1917 * see if we actually want to use it
2189 */ 1918 */
2190 if (pl != container) 1919 if (pl != container)
2191 { 1920 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "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));
2214 return NULL; 1943 return NULL;
2215 } 1944 }
2216 } 1945 }
1946
2217 return tmp; 1947 return tmp;
2218} 1948}
2219 1949
2220/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1953 * 0 otherwise
2224 */ 1954 */
2225static int 1955static int
2226player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2227{ 1957{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2232 */ 1961 */
2233 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2234 1963
2235 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2236 if (key) 1965 if (key)
2237 { 1966 {
2238 object *container = key->env; 1967 object *container = key->env;
2239 1968
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2242 make_visible (op); 1970 make_visible (op);
1971
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2245 if (door->type == DOOR) 1975 if (door->type == DOOR)
2246 {
2247 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 */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2250 { 1978 {
2251 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);
2252 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1981 }
1982
2254 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2257 if (container != op) 1986 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2259 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2260 } 1990 }
2261 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2262 { 1992 {
2263 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2264 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...");
2265 return 1; 1995 return 1;
2266 } 1996 }
1997
2267 return 0; 1998 return 0;
2268} 1999}
2269 2000
2270/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2275 */ 2006 */
2276 2007bool
2277void
2278move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2279{ 2009{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2010 int on_battleground;
2283 maptile *m;
2284 2011
2285 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2287 2014
2288 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 }
2289 2025
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2294 * 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
2295 * 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
2296 * 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
2297 * move_ob uses. 2033 * move_ob uses.
2298 */ 2034 */
2299 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);
2300 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309 2036
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* 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
2318 * 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.
2319 * 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
2320 * on the space 2040 * on the space
2321 */ 2041 */
2322 while (tmp != NULL) 2042 object *mon;
2323 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2044 {
2325 { 2045 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2327 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2048 && mon != op)
2333 break; 2049 break;
2334 } 2050 }
2335 2051
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2053 return false; /* into a wall */
2344 2054
2345 if (mon->head != NULL)
2346 mon = mon->head; 2055 mon = mon->head_ ();
2347 2056
2348 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)
2349 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2350 return; 2062 return true;
2063 }
2351 2064
2352 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2070 * and thus will not push them.
2358 */ 2071 */
2359 2072
2360 /* 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
2361 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2363 */ 2076 */
2364 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2365#if COZY_SERVER 2078 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2080 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2082 {
2374 /* 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 */
2375 if (op->contr->braced) 2084 if (op->contr->braced)
2376 return; 2085 return false;
2377 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"));
2378 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2379 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2095 make_visible (op);
2096
2381 return; 2097 return true;
2382 } 2098 }
2099 else
2100 return false;
2101 }
2383 2102
2384 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2386 * 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
2387 * attack them either. 2106 * attack them either.
2388 */ 2107 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2390 (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))
2391#ifdef PROHIBIT_PLAYERKILL 2110 && ((op->contr->peaceful
2392 (op->contr->peaceful 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2112 && !on_battleground))
2394 && mon->contr-> 2113 {
2395 peaceful)) && 2114 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2115 {
2116 --op->speed_left;
2117
2401 if (!op->contr->braced) 2118 if (!op->contr->braced)
2402 { 2119 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2404 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2405 } 2122 }
2406 else 2123 else
2407 { 2124 op->statusmsg ("You withhold your attack");
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2125
2409 }
2410 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2127 make_visible (op);
2412 }
2413 2128
2129 return true;
2130 }
2131 }
2414 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2415 * 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.
2416 */ 2134 */
2417 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)
2418 { 2138 {
2139 --op->speed_left;
2140
2419 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2421 make_visible (op); 2143 make_visible (op);
2422 }
2423 2144
2145 return true;
2146 }
2147 }
2424 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2425 * 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
2426 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2427 * 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
2428 * 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.
2429 */ 2153 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((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)))
2433 { 2156 {
2434 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2158 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2443 2160
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2161 skill_attack (mon, op, 0, 0, 0);
2448 2162
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2463 make_visible (op); 2164 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2165
2468int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2469move_player (object *op, int dir) 2174move_player (object *op, int dir)
2470{ 2175{
2471 int pick; 2176 int pick;
2472 2177
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2474 return 0; 2179 return 0;
2475 2180
2476 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2478 { 2183 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2185 return 0;
2481 } 2186 }
2482 2187
2483 /* peterm: added following line */ 2188 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2191
2487 op->facing = dir; 2192 op->facing = dir;
2488 2193
2489 if (op->hide) 2194 if (op->hide)
2490 do_hidden_move (op); 2195 do_hidden_move (op);
2491 2196
2197 bool retval;
2198
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2200 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2495 fire (op, dir); 2202 retval = fire (op, dir);
2496 else 2203 else
2497 { 2204 {
2498 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2206 pick = check_pick (op);
2500 } 2207 }
2501 2208
2502 /* 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
2503 * server can handle repeat firing. 2210 * server can handle repeat firing.
2504 */ 2211 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2213 op->direction = dir;
2508 }
2509 else 2214 else
2510 {
2511 op->direction = 0; 2215 op->direction = 0;
2512 } 2216
2513 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2219 * for players.
2516 */ 2220 */
2517 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2518 return 0; 2222
2223 return retval;
2519} 2224}
2520 2225
2521/* 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
2522 * new client/server stuff. 2227 * new client/server stuff.
2523 * 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
2524 * the new speed values for commands. 2229 * the new speed values for commands.
2525 * 2230 *
2526 * 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.
2527 */ 2234 */
2528int 2235bool
2529handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2530{ 2237{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2239 {
2553 flee_player (op); 2240 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2241 {
2557 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2558 return 0; 2245 return true;
2559 } 2246 }
2247 else
2248 return false;
2560 } 2249 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2250
2570 /* 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
2571 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2253 * called, so we recheck it here.
2573 */ 2254 */
2574 HandleClient (&op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2256 return true;
2577 2257
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2260
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2261 return false;
2594} 2262}
2595 2263
2596int 2264int
2597save_life (object *op) 2265save_life (object *op)
2598{ 2266{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2268 return 0;
2603 2269
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2272 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2608 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
2609 if (op->contr) 2276 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2278
2612 free_object (tmp); 2279 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2280 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281
2614 if (op->stats.hp < 0) 2282 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2284
2616 if (op->stats.food < 0) 2285 if (op->stats.food < 0)
2617 op->stats.food = 999; 2286 op->stats.food = 999;
2618 fix_player (op); 2287
2288 op->update_stats ();
2619 return 1; 2289 return 1;
2620 } 2290 }
2291
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2295 return 0;
2625} 2296}
2627/* 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
2628 * 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
2629 * 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
2630 * from. 2301 * from.
2631 */ 2302 */
2632void 2303static void
2633remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2634{ 2305{
2635 object *next;
2636
2637 while (op) 2306 while (op)
2638 { 2307 {
2639 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' */
2640 * we remove object 'op' 2309
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2311 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2650 } 2316 }
2651 else if (op->inv) 2317 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2319
2653 op = next; 2320 op = next;
2654 } 2321 }
2655} 2322}
2656 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2657 2330
2658/* 2331/*
2659 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2348 else
2676 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2352 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2680 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);
2681 else 2355 else
2682 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
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2359 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2686 { 2361 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2364 strcat (buf2, buf);
2690 } 2365 }
2366
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2694 return buf2; 2371 return buf2;
2695} 2372}
2696
2697
2698 2373
2699void 2374void
2700do_some_living (object *op) 2375do_some_living (object *op)
2701{ 2376{
2702 int last_food = op->stats.food; 2377 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2383 int rate_grace = 2000;
2709 const int max_hp = 1; 2384 const int max_hp = 1;
2710 const int max_sp = 1; 2385 const int max_sp = 1;
2711 const int max_grace = 1; 2386 const int max_grace = 1;
2712 2387
2713 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 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 }
2719 2406
2720 if (op->contr->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2721 { 2408 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2413 else
2728 { 2414 {
2729 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2417 }
2418
2732 if (op->contr->gen_sp >= 0) 2419 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2421 else
2735 { 2422 {
2736 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2425 }
2426
2739 if (op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2429 else
2742 { 2430 {
2743 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2433 }
2746 2434
2747 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp)
2752 {
2753 op->stats.sp++;
2754 /* dms do not consume food */
2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2756 {
2757 op->stats.food--;
2758 if (op->contr->digestion < 0)
2759 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food;
2762 }
2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789
2790 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2793 { 2438 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2796 if (max_grace > 1) 2442 if (max_grace > 1)
2797 { 2443 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2445 if (over_grace > 0)
2800 { 2446 {
2812 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);
2813 } 2459 }
2814 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2815 } 2461 }
2816 2462
2463 if (op->stats.food > 0)
2464 {
2817 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2818 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2819 {
2820 if (op->stats.hp < op->stats.maxhp)
2821 { 2467 {
2822 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2823 /* dms do not consume food */ 2469
2824 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2825 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2826 op->stats.food--; 2477 op->stats.food--;
2478
2827 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2828 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2831 } 2484 }
2832 } 2485
2833 if (max_hp > 1) 2486 if (max_sp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 { 2487 {
2838 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
2839 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);
2840 } 2506 }
2841 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)
2842 { 2515 {
2843 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 }
2844 } 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);
2845 } 2541 }
2846 else 2542 else
2847 {
2848 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);
2849 } 2544 }
2850 } 2545 }
2851 2546
2852 /* Digestion */ 2547 /* Digestion */
2853 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2854 { 2549 {
2855#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2552
2862 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2554
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866 /* dms do not consume food */ 2555 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2557 op->stats.food--;
2869 } 2558 }
2870 }
2871 2559
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2561 {
2874 object *tmp, *flesh = NULL; 2562 object *tmp, *flesh = 0;
2875 2563
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2565 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2567 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2882 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.");
2883 manual_apply (op, tmp, 0); 2571 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2573 break;
2886 } 2574 }
2887 else if (tmp->type == FLESH) 2575 else if (tmp->type == FLESH)
2888 flesh = tmp; 2576 flesh = tmp;
2889 } /* End if paid for object */ 2577 } /* End if paid for object */
2890 } /* end of for loop */ 2578 } /* end of for loop */
2579
2891 /* 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
2892 * eat flesh instead. 2581 * eat flesh instead.
2893 */ 2582 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2584 {
2896 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.");
2897 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2898 } 2591 {
2899 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2900 2595
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2902 op->stats.food++, op->stats.hp--;
2903
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2905 kill_player (op); 2597 kill_player (op);
2598 }
2906} 2599}
2907
2908
2909 2600
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2604 * file.
2914 */ 2605 */
2915void 2606void
2916kill_player (object *op) 2607kill_player (object *op)
2917{ 2608{
2609 int x, y;
2918 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2919 int x, y;
2920
2921 //int i;
2922 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2923
2924 /* int z;
2925 int num_stats_lose;
2926 int lost_a_stat;
2927 int lose_this_stat;
2928 int this_stat; */
2929 int will_kill_again; 2612 int will_kill_again;
2930 archetype *at; 2613 archetype *at;
2931 object *tmp; 2614 object *tmp;
2932 2615
2933 if (save_life (op)) 2616 if (save_life (op))
2934 return; 2617 return;
2935
2936 2618
2937 /* 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
2938 * 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.
2939 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2940 */ 2622 */
2943 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!");
2944 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...");
2945 2627
2946 /* restore player */ 2628 /* restore player */
2947 at = archetype::find ("poisoning"); 2629 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2631 {
2951 remove_ob (tmp); 2632 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2634 }
2955 2635
2956 at = archetype::find ("confusion"); 2636 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2638 {
2960 remove_ob (tmp); 2639 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2641 }
2964 2642
2965 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2646 op->stats.food = 999;
2969 2647
2970 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2650 {
2974 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2975 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2976 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2979 tmp->msg = buf; 2656 );
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2660 }
2985 2661
2986 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2664 op->contr->braced = 0;
2992 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2993 2669
2994 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2995 2671
2996 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2997 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name);
3006 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;
3007 } 2705 }
3008 else 2706 else
3009 { 2707 num_stats_lose = 1;
3010 if (op->contr->explore) 2708
3011 { 2709 lost_a_stat = 0;
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2710
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2711 for (z = 0; z < num_stats_lose; z++)
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name);
3018 } 2712 {
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2713 i = RANDOM () % NUM_STATS;
3020 2714
3021 /* save the map location for corpse, gravestone */
3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
3025
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this.
3032 */
3033
3034 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect
3036 * of death.
3037 */
3038#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss)
3040 {
3041 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */
3044 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */
3047 /* GD */
3048 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2716 {
3050 else 2717 /* Pick a random stat and take a point off it. Tell the player
3051 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;
3052 } 2726 }
3053 else 2727 else
3054 { 2728 {
3055 num_stats_lose = 1; 2729 /* deplete a stat */
3056 } 2730 archetype *deparch = archetype::find ("depletion");
3057 lost_a_stat = 0; 2731 object *dep;
3058 2732
3059 for (z = 0; z < num_stats_lose; z++) 2733 dep = present_arch_in_ob (deparch, op);
3060 { 2734 if (!dep)
3061 i = RANDOM () % NUM_STATS;
3062
3063 if (settings.stat_loss_on_death)
3064 { 2735 {
3065 /* Pick a random stat and take a point off it. Tell the player 2736 dep = arch_to_object (deparch);
3066 * what he lost. 2737 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2738 }
3075 else 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
3076 { 2741 {
3077 /* deplete a stat */ 2742 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2743 /* Get the stat that we're about to deplete. */
3079 object *dep; 2744 this_stat = get_attr_value (&(dep->stats), i);
3080 2745 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2746 {
3084 dep = arch_to_object (deparch); 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2748 int keep_chance = this_stat * this_stat;
3086 } 2749
3087 lose_this_stat = 1; 2750 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2756 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2757 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2759 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2760 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2761 else
3129 if (this_stat >= -50)
3130 { 2762 {
3131 change_attr_value (&(dep->stats), i, -1); 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2768 }
3137 } 2769 }
3138 } 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 }
3139 } 2789 }
2790 }
2791 }
3140 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2793 if (!lost_a_stat)
3142 { 2794 {
3143 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2796 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2797 const char *god = determine_god (op);
3146 2798
3147 if (god && (strcmp (god, "none"))) 2799 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2801 else
3150 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.");
3151 } 2803 }
3152#else 2804#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2806#endif
3155 2807
3156 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2809 * exp loss on the stone.
3158 */ 2810 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2813 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2815 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2817 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2818 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2820
3169 /**************************************/ 2821 /**************************************/
3170 /* */ 2822 /* */
3171 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
3174 /* */ 2826 /* */
3175 /**************************************/ 2827 /**************************************/
3176 2828
3177 /* remove any poisoning and confusion the character may be suffering. */ 2829 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2830 /* restore player */
3179 at = archetype::find ("poisoning"); 2831 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
2833
3181 if (tmp) 2834 if (tmp)
3182 { 2835 {
3183 remove_ob (tmp); 2836 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2838 }
3187 2839
3188 at = archetype::find ("confusion"); 2840 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2841 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2842 if (tmp)
3191 { 2843 {
3192 remove_ob (tmp); 2844 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2846 }
3196 2847
3197 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
3198 2849
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
3202 op->stats.food = 900; 2853 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2857
3207 /* 2858 /*
3208 * 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
3209 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
3210 * in the map. 2861 */
3211 */ 2862 op->drop_unpaid_items ();
3212 2863
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/ 2864 /****************************************/
3217 /* */ 2865 /* */
3218 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3220 /* */ 2868 /* */
3221 /****************************************/ 2869 /****************************************/
3222 2870
3223 enter_player_savebed (op); 2871 enter_player_savebed (op);
3224 2872
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2873 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2874
3231 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2878 * on the space that might harm the player.
3235 */ 2879 */
3236 will_kill_again = 0; 2880 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
3240 2884
3241 if (will_kill_again) 2885 if (will_kill_again)
3242 { 2886 {
3243 object *force; 2887 object *force;
3244 int at; 2888 int at;
3245 2889
3246 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2892 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2897 force->resist[at] = 100;
3254 2898
3255 insert_ob_in_ob (force, op); 2899 insert_ob_in_ob (force, op);
3256 fix_player (op); 2900 op->update_stats ();
3257 2901
3258 } 2902 }
3259 2903
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2905}
3330
3331 2906
3332void 2907void
3333loot_object (object *op) 2908loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3336 2911
3337 if (op->container) 2912 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2913
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3343 { 2915 {
3344 next = tmp->below; 2916 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2917
2918 if (tmp->invisible)
3346 continue; 2919 continue;
3347 remove_ob (tmp); 2920
2921 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3349 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2926
3352 }
3353 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))))
3354 { 2928 {
3355 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3356 { 2930 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3358 free_object (tmp2);
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2933 }
3361 else 2934 else
3362 free_object (tmp); 2935 tmp->destroy ();
3363 } 2936 }
3364 else 2937 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2938 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2939 }
3367} 2940}
3369/* 2942/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3371 * 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
3372 * was changed. 2945 * was changed.
3373 */ 2946 */
3374
3375void 2947void
3376fix_weight (void) 2948fix_weight (void)
3377{ 2949{
3378 player *pl; 2950 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2951 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3383 2953
3384 if (old == sum) 2954 pl->ob->update_weight ();
3385 continue; 2955
3386 fix_player (pl->ob); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
3387 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 }
3388 } 2961 }
3389} 2962}
3390 2963
3391void 2964void
3392fix_luck (void) 2965fix_luck (void)
3393{ 2966{
3394 player *pl; 2967 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3399} 2970}
3400
3401 2971
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3405 */ 2975 */
3406
3407void 2976void
3408cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3409{ 2978{
3410 object *skop, *spob; 2979 object *skop, *spob;
3411 2980
3432 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3433 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);
3434 3003
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3005
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3007}
3441 3008
3442void 3009void
3443make_visible (object *op) 3010make_visible (object *op)
3444{ 3011{
3445 op->hide = 0; 3012 op->hide = 0;
3446 op->invisible = 0; 3013 op->invisible = 0;
3014
3447 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3448 { 3016 {
3449 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3451 } 3019 }
3020
3452 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3453} 3022}
3454 3023
3455int 3024int
3456is_true_undead (object *op) 3025is_true_undead (object *op)
3457{ 3026{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 3028 return 1;
3462 3029
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3030 return 0;
3469} 3031}
3470 3032
3471/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3473 * indicate greater hideability. 3035 * indicate greater hideability.
3474 */ 3036 */
3475
3476int 3037int
3477hideability (object *ob) 3038hideability (object *ob)
3478{ 3039{
3479 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3480 sint16 x, y; 3041 sint16 x, y;
3490 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3491 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3492 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3493 3054
3494 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3495 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])
3496 { 3059 {
3497 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3498 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3499 {
3500 continue; 3062 continue;
3501 } 3063
3502 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3503 level += 2; 3065 level += 2;
3504 else /* open terrain! */ 3066 else /* open terrain! */
3505 level -= 1; 3067 level -= 1;
3506 } 3068 }
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3080 */
3519
3520void 3081void
3521do_hidden_move (object *op) 3082do_hidden_move (object *op)
3522{ 3083{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3085 object *skop;
3528 3089
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3091
3531 /* 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! */
3532 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3535 { 3095 {
3536 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!");
3537 make_visible (op); 3097 make_visible (op);
3538 return; 3098 return;
3539 } 3099 }
3540 else 3100 else
3541 num += 20; 3101 num += 20;
3542 } 3102
3543 num += op->map->difficulty; 3103 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3105 num -= hide;
3106
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3108 {
3548 make_visible (op); 3109 make_visible (op);
3549 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3550 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!");
3551 } 3112 }
3552 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3553 {
3554 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);
3555 }
3556} 3115}
3557 3116
3558/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3559 3118
3560int 3119int
3587 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3588 continue; 3147 continue;
3589 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)))
3590 continue; 3149 continue;
3591 3150
3592 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)
3593 { 3152 {
3594 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))
3595 return 1; 3154 return 1;
3596 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3597 { 3156 {
3608 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3609 * 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
3610 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3611 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3612 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3613 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3614 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3615 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3616 * 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.
3617 * -b.t. 3176 * -b.t.
3618 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3619 */ 3178 */
3620
3621int 3179int
3622player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3623{ 3181{
3624 rv_vector rv; 3182 rv_vector rv;
3625 int dx, dy; 3183 int dx, dy;
3627 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3628 { 3186 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3188 return -1;
3631 } 3189 }
3190
3632 if (!pl || !op) 3191 if (!pl || !op)
3633 return 0; 3192 return 0;
3634 3193
3635 if (op->head)
3636 {
3637 op = op->head; 3194 op = op->head_ ();
3638 } 3195
3639 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3640 3197
3641 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3199 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3644 * a blocked los square. 3201 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3646 */ 3203 */
3647 while (op) 3204 while (op)
3648 { 3205 {
3649 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3651 3208
3652 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3653 * 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
3654 * for any meaningful values. 3211 * for any meaningful values.
3655 */ 3212 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !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)])
3659 return 1; 3216 return 1;
3217
3660 op = op->more; 3218 op = op->more;
3661 } 3219 }
3220
3662 return 0; 3221 return 0;
3663} 3222}
3664 3223
3665/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3666 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3669 * return 0. 3228 * return 0.
3670 */ 3229 */
3671int 3230int
3672action_makes_visible (object *op) 3231action_makes_visible (object *op)
3673{ 3232{
3674
3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 { 3234 {
3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3678 return 0; 3236 return 0;
3679 3237
3685 { 3243 {
3686 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");
3687 return 1; 3245 return 1;
3688 } 3246 }
3689 } 3247 }
3248
3690 return 0; 3249 return 0;
3691} 3250}
3692 3251
3693/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3694 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3699 * 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
3700 */ 3259 */
3701int 3260int
3702op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3703{ 3262{
3704 object *tmp;
3705
3706 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3707 * 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),
3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3709 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3710 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3711 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3713 { 3270 {
3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715 { 3272 {
3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3717 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))
3718 { 3277 {
3719 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3720 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))
3721 { 3280 {
3722 object *invtmp;
3723
3724 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3725 { 3282 {
3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3727 { 3284 {
3728 if (x != NULL && y != NULL) 3285 if (x && y)
3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3730 return 1; 3288 return 1;
3731 } 3289 }
3732 } 3290 }
3733 } 3291 }
3292
3734 if (x != NULL && y != NULL) 3293 if (x && y)
3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3736 return 1; 3296 return 1;
3737 } 3297 }
3738 } 3298 }
3739 } 3299 }
3300
3740 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3741 return 0; 3302 return 0;
3742} 3303}
3743 3304
3744/* 3305/*
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3322 int i = 0, j = 0;
3762 3323
3763 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3766 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3768 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3770 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3772 3333
3773 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3774 return; 3335 return;
3775 3336
3776 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++);
3777 3338
3778 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3779 { 3340 {
3780 /* 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]); */
3781 return; 3342 return;
3782 } 3343 }
3783 3344
3784 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3346 item = tr->item;
3786 3347
3787 if (item->type == SPELL) 3348 if (item->type == SPELL)
3788 { 3349 {
3789 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3790 return; 3351 return;
3849 { 3410 {
3850 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3412 object *skin;
3852 3413
3853 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3854 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
3855 if (skin == NULL) 3418 if (!skin)
3856 return; 3419 return;
3857 3420
3858 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3423 {
3905 * not readied. 3468 * not readied.
3906 */ 3469 */
3907void 3470void
3908player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3909{ 3472{
3910 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3911 3475
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3913 { 3477 pl->combat_ob = 0;
3478
3914 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3915 { 3480 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 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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