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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 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);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 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);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 149}
285 150
286/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
287static void 152static void
288set_first_map (object *op) 153set_first_map (object *op)
289{ 154{
290 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
291 op->x = -1; 156 op->x = -1;
292 op->y = -1; 157 op->y = -1;
293 enter_exit (op, NULL);
294} 158}
295 159
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
296/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 383 * mode.
299 */ 384 */
300 385player *
301int 386player::create ()
302add_player (client_socket *ns)
303{ 387{
304 player *p = new player; 388 player *pl = new player;
305 389
306 p->socket = ns; 390 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 391
309 p->next = first_player; 392 pl->ob->roll_stats ();
310 first_player = p; 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
311 395
312 p = get_player (p);
313
314 set_first_map (p->ob); 396 set_first_map (pl->ob);
315 397
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 398 return pl;
324} 399}
325 400
326/* 401/*
327 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
330 */ 405 */
331archetype * 406archetype *
332get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
333{ 408{
334 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);
335 416
336 for (;;) 417 for (;;)
337 { 418 {
338 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
339 at = first_archetype; 420 i = archetypes.begin ();
340 else 421 else if (*i == at)
341 at = at->next; 422 cleanup ("not a single player archetype found");
423
342 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
343 return at; 425 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 426 }
350} 427}
351
352 428
353object * 429object *
354get_nearest_player (object *mon) 430get_nearest_player (object *mon)
355{ 431{
356 object *op = NULL; 432 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 433 objectlink *ol;
359 unsigned lastdist; 434 unsigned lastdist;
360 rv_vector rv; 435 rv_vector rv;
361 436
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 438 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue; 440 continue;
392 441
393 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
394 { 443 {
395 op = ol->ob; 444 op = ol->ob;
396 lastdist = rv.distance; 445 lastdist = rv.distance;
397 } 446 }
398 } 447 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 448
400 { 449 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
405 { 452 {
406 op = pl->ob; 453 op = pl->ob;
407 lastdist = rv.distance; 454 lastdist = rv.distance;
408 } 455 }
409 } 456
410 }
411#if 0 457#if 0
412 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)");
413#endif 459#endif
414 return op; 460 return op;
415} 461}
433 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 481 * is probably not a good thing.
436 */ 482 */
437#define MAX_SPACES 50 483#define MAX_SPACES 50
438
439 484
440/* 485/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 519 x = mon->x;
475 y = mon->y; 520 y = mon->y;
476 m = mon->map; 521 m = mon->map;
477 dir = rv.direction; 522 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 527 if (diff > max)
482 return 0; 528 return 0;
529
483 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
484 { 531 {
485 lastx = x; 532 lastx = x;
486 lasty = y; 533 lasty = y;
487 lastmap = m; 534 lastmap = m;
569 max--; 616 max--;
570 lastdir = dir; 617 lastdir = dir;
571 if (!firstdir) 618 if (!firstdir)
572 firstdir = dir; 619 firstdir = dir;
573 } 620 }
621
574 if (diff <= 1) 622 if (diff <= 1)
575 { 623 {
576 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 625 * headed toward player for entire distance.
578 */ 626 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 629 }
630
582 if (diff > max) 631 if (diff > max)
583 return 0; 632 return 0;
584 } 633 }
634
585 /* 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 */
586 if (!max) 636 if (!max)
587 return 0; 637 return 0;
588 638
589 return firstdir; 639 return firstdir;
590} 640}
591 641
592void 642void
593give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
594{ 644{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL) 645 if (pl->randomitems)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599 647
600 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
601 { 649 {
602 next = op->below; 650 next = op->below;
603 651
604 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
605 * 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
610 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions 659 * by this player due to race restrictions
612 */ 660 */
613 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
614 { 662 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
616 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
617 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
618 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
619 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))
620 { 670 {
621 op->destroy (); 671 op->destroy ();
622 continue; 672 continue;
623 } 673 }
624 } 674 }
647 if (op->nrof > 1) 697 if (op->nrof > 1)
648 op->nrof = 1; 698 op->nrof = 1;
649 } 699 }
650 700
651 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655 703
656 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
657 * 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
658 * merged properly. 706 * merged properly.
659 */ 707 */
660 if (need_identify (op)) 708 if (need_identify (op))
661 { 709 {
662 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
665 } 713 }
714
666 if (op->type == SPELL) 715 if (op->type == SPELL)
667 { 716 {
668 op->destroy (); 717 op->destroy ();
669 continue; 718 continue;
670 } 719 }
672 { 721 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0; 723 op->stats.exp = 0;
675 op->level = 1; 724 op->level = 1;
676 } 725 }
677 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
681 729
682 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
683 link_player_skills (pl); 731 link_player_skills (pl);
684} 732}
685 733
686void 734void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
771{ 736{
772 if (party == NULL) 737 if (party == NULL)
773 { 738 {
774 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);
775 return; 740 return;
776 } 741 }
742
777 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
780 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:");
781} 747}
782
783 748
784/* 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. */
785int 750static int
786roll_stat (void) 751roll_stat (void)
787{ 752{
788 int a[4], i, j, k; 753 int a[4], i, j, k;
789 754
790 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
792 757
793 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 759 if (a[i] < k)
795 k = a[i], j = i; 760 k = a[i], j = i;
796 761
797 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 763 if (i != j)
800 k += a[i]; 764 k += a[i];
801 } 765
802 return k; 766 return k;
803} 767}
804 768
805void 769void
806roll_stats (object *op) 770object::roll_stats ()
807{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
808 int sum = 0; 776 int sum = 0;
809 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
811 779
812 do 780 if (sum >= 82 && sum <= 116)
781 break;
813 { 782 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 783
825 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 786
834 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
835 do 788 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 789
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 790 stats.exp = 0;
870 op->stats.ac = 0; 791 stats.ac = 0;
871 792
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
881} 805}
882 806
883void 807void
884Roll_Again (object *op) 808object::swap_stats (int a, int b)
885{ 809{
886 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 811
891void 812 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 839{
894 signed char tmp;
895 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
896 841
897 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str;
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf);
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 844}
1012 845
1013/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1017 * not the class. 850 * not the class.
1018 */ 851 */
1019 852void
1020int 853player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 854{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 857
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 859 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
1041 861
1042 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1044 864
1045 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1046 866
1047 if (op->msg) 867 if (ob->msg)
1048 op->msg = NULL; 868 ob->msg = 0;
1049 869
1050 /* 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
1051 * to save here. 871 * to save here.
1052 */ 872 */
873 {
874 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1055 878
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 879 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 882 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1064 fix_player (op); 884 ob->update_stats ();
1065 885
1066 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1067 * is one for this race 887 * is one for this race
1068 */ 888 */
1069 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1070 { 890 {
1071 object *tmp; 891 object *tmp;
1072 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1073 893
1074 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);
1075 tmp = object::create (); 895 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1081 * default initial map */ 901 * default initial map */
1082 tmp->destroy (); 902 tmp->destroy ();
1083 } 903 }
1084 else 904 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 906}
1088 return 0;
1089 }
1090 907
908void
909player::chargen_race_next ()
910{
1091 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1093 */ 913 */
1094 914
1095 tmp_loop = 0; 915 do
1096 while (!tmp_loop)
1097 { 916 {
1098 shstr name = op->name; 917 shstr name = ob->name;
1099 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1100 919
1101 remove_statbonus (op); 920 ob->remove_statbonus ();
1102 op->remove (); 921 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
1105 op->instantiate (); 924 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1108 op->x = x; 927 ob->x = x;
1109 op->y = y; 928 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 932 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 933 }
934 while (!allowed_class (ob));
1116 935
1117 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 938 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 941 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 942}
1179 943
1180void 944void
1181flee_player (object *op) 945flee_player (object *op)
1182{ 946{
1212 { 976 {
1213 op->enemy = NULL; 977 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 979 return;
1216 } 980 }
981
1217 get_rangevector (op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1218 983
1219 dir = absdir (4 + rv.direction); 984 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 985 for (diff = 0; diff < 3; diff++)
1221 { 986 {
1222 int m = 1 - (RANDOM () & 2); 987 int m = 1 - (RANDOM () & 2);
1223 988
1224 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)))
1225 {
1226 return; 990 return;
1227 }
1228 } 991 }
992
1229 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 995 op->enemy = NULL;
1232} 996}
1233 997
1234
1235/* 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.
1236 * 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
1237 * stop. 1000 * stop.
1238 */ 1001 */
1239int 1002int
1240check_pick (object *op) 1003check_pick (object *op)
1241{ 1004{
1242 object *tmp, *next; 1005 object *tmp, *next;
1243 int stop = 0; 1006 int stop = 0;
1244 int j, k, wvratio; 1007 int wvratio;
1245 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1246 1009
1247 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1249 return 1; 1012 return 1;
1250 1013
1251 next = op->below; 1014 next = op->below;
1252 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1253 /* 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
1254 * destroyed */ 1020 * destroyed */
1255 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1256 { 1022 {
1257 tmp = next; 1023 tmp = next;
1258 next = tmp->below; 1024 next = tmp->below;
1259 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1260 if (op->destroyed ()) 1032 if (op->destroyed ())
1261 return 0; 1033 return 0;
1262 1034
1263 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1264 continue; 1036 continue;
1265 1037
1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267 { 1039 {
1268 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1269 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1270 continue; 1042 continue;
1271 } 1043 }
1272 1044
1273 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1274 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1276 switch (op->contr->mode) 1048 switch (op->contr->mode)
1277 { 1049 {
1278 case 0: 1050 case 0:
1279 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1280 case 1: 1052 case 1:
1281 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1282 return 1; 1054 return 1;
1283 case 2: 1055 case 2:
1284 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1285 return 0; 1057 return 0;
1286 case 3: 1058 case 3:
1287 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1288 case 4: 1060 case 4:
1289 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1290 break; 1062 break;
1291 case 5: 1063 case 5:
1292 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1293 stop = 1; 1065 stop = 1;
1294 break; 1066 break;
1295 case 6: 1067 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1297 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1298 break; 1071 break;
1299 1072
1300 case 7: 1073 case 7:
1301 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1302 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1303 break; 1076 break;
1304 1077
1305 default: 1078 default:
1306 /* use value density */ 1079 /* use value density */
1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308 && (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)
1309 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1310 } 1083 }
1311 } 1084 }
1312 else 1085 else
1313 { /* old model */ 1086 { /* old model */
1314 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1318 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1094 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1099 }
1100
1355 /* philosophy: 1101 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1103 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1106 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1396 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1397 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1398 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1399 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1400 { 1146 {
1401 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1402 continue; 1148 continue;
1403 } 1149 }
1404 1150
1405 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1406 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)))
1407 { 1153 {
1408 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1409 continue; 1155 continue;
1410 } 1156 }
1411 1157
1412 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1413 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1414 { 1160 {
1415 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1416 continue; 1162 continue;
1417 } 1163 }
1418 1164
1419 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1420 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1421 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1422 { 1168 {
1423 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1424 continue; 1170 continue;
1425 } 1171 }
1426 1172
1427 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1428 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1429 { 1175 {
1430 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1431 continue; 1177 continue;
1432 } 1178 }
1433 1179
1434 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1436 { 1182 {
1437 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1438 continue; 1184 continue;
1439 } 1185 }
1440 1186
1441 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1442 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444 { 1190 {
1445 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1446 continue; 1192 continue;
1447 } 1193 }
1448 1194
1449 /* pick up all magical items */ 1195 /* pick up all magical items */
1450 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1451 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))
1452 { 1198 {
1453 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1454 continue; 1200 continue;
1455 } 1201 }
1456 1202
1457 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1458 { 1204 {
1459 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1460 { 1206 {
1461 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1462 continue; 1208 continue;
1463 } 1209 }
1464 } 1210 }
1465 1211
1466 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1467 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1468 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1469 { 1215 {
1470 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1471 continue; 1217 continue;
1472 } 1218 }
1473 1219
1474 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1477 { 1223 {
1478 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1479 continue; 1225 continue;
1480 } 1226 }
1481 1227
1482 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1483 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1484 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1485 { 1231 {
1486 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1487 continue; 1233 continue;
1488 } 1234 }
1489 1235
1490 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1491 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1492 { 1238 {
1493 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1494 continue; 1240 continue;
1495 } 1241 }
1496 1242
1497 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1498 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1499 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1500 { 1246 {
1501 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1502 continue; 1248 continue;
1503 } 1249 }
1504 1250
1505 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1506 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1507 { 1253 {
1508 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1509 continue; 1255 continue;
1510 } 1256 }
1511 1257
1512 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1513 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1514 { 1260 {
1515 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1516 continue; 1262 continue;
1517 } 1263 }
1518 1264
1519 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1520 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1521 { 1267 {
1522 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1523 continue; 1269 continue;
1524 } 1270 }
1525 1271
1526 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1527 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1528 { 1274 {
1529 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1530 continue; 1276 continue;
1531 } 1277 }
1532 1278
1533 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1534 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1535 { 1281 {
1536 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1537 continue; 1283 continue;
1538 } 1284 }
1539 1285
1540 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1541 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543 { 1289 {
1544 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1545 continue; 1291 continue;
1546 } 1292 }
1547 1293
1548 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1296 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1298 {
1553 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 &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1301 {
1556 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1557 continue; 1303 continue;
1558 } 1304 }
1559 } 1305 }
1560 1306
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1308 {
1563 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)
1564 { 1310 {
1565 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1566 continue; 1312 continue;
1567 } 1313 }
1568 } 1314 }
1569 } 1315 }
1570 1316
1571 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1572 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574 { 1320 {
1575 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1576 continue; 1322 continue;
1577 } 1323 }
1578 1324
1579 /* 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
1580 * pickups */ 1326 * pickups */
1585 /* >=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
1586 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1587 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1588 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)
1589 { 1335 {
1590 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1591#if 0 1337#if 0
1592 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1594 { 1340 {
1595 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1596 } 1342 }
1597 else 1343 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1600 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))));
1601#endif 1347#endif
1602 continue; 1348 continue;
1603 } 1349 }
1614 * found object is returned. 1360 * found object is returned.
1615 */ 1361 */
1616object * 1362object *
1617find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1618{ 1364{
1619 object *tmp = NULL;
1620
1621 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type);
1624 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);
1625 return op; 1374 return arrow;
1375 }
1376
1626 return tmp; 1377 return 0;
1627} 1378}
1628 1379
1629/* 1380/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1385 */
1635
1636object * 1386object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1388{
1639 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1673 else 1423 else
1674 { 1424 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1426 {
1677 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 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)
1680 { 1430 {
1681 tmp = arrow; 1431 tmp = arrow;
1682 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;
1683 } 1433 }
1684 } 1434 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1436 {
1687 tmp = arrow; 1437 tmp = arrow;
1706 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1457 * op = the shooter
1708 * type = bow->race 1458 * type = bow->race
1709 * dir = fire direction 1459 * dir = fire direction
1710 */ 1460 */
1711
1712object * 1461object *
1713pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1714{ 1463{
1715 object *tmp = NULL; 1464 object *tmp = NULL;
1716 maptile *m; 1465 maptile *m;
1781 */ 1530 */
1782int 1531int
1783fire_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)
1784{ 1533{
1785 object *left, *bow; 1534 object *left, *bow;
1786 int bowspeed, mflags; 1535 int mflags;
1787 maptile *m; 1536 maptile *m;
1788 1537
1789 if (!dir) 1538 if (!dir)
1790 { 1539 {
1791 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!");
1792 return 0; 1541 return 0;
1793 } 1542 }
1794 if (op->type == PLAYER) 1543
1795 bow = op->contr->ranges[range_bow]; 1544 if (op->contr)
1545 bow = op->current_weapon;
1796 else 1546 else
1797 { 1547 {
1798 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1555 if (!bow)
1806 { 1556 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1558 return 0;
1809 } 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
1810 } 1568 }
1569
1811 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1812 { 1571 {
1813 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);
1814 return 0; 1573 return 0;
1815 } 1574 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1575
1825 if (arrow == NULL) 1576 if (arrow == NULL)
1826 { 1577 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1579 {
1829 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1583 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1834 return 0; 1586 return 0;
1835 } 1587 }
1836 } 1588 }
1589
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1591 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1592 return 0;
1841 } 1593
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1595 {
1844 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.");
1845 return 0; 1597 return 0;
1846 } 1598 }
1851 arrow->destroy (); 1603 arrow->destroy ();
1852 return 0; 1604 return 0;
1853 } 1605 }
1854 1606
1855 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1857 if (arrow == NULL) 1609 if (!arrow)
1858 { 1610 {
1859 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);
1860 return 0; 1612 return 0;
1861 } 1613 }
1614
1862 arrow->set_owner (op); 1615 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1617 arrow->direction = dir;
1866 arrow->x = sx; 1618
1867 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;
1868 1651
1869 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1870 { 1653 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1661 }
1905 else 1662 else
1906 { 1663 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1664 arrow->level = op->level;
1909 } 1665 arrow->stats.wc -= bow->magic;
1910 1666
1911 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1912 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1913 1672
1914 if (bow->slaying != NULL) 1673 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1675
1917 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1679
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1922 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1923 1682
1924 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1684 move_arrow (arrow);
1926
1927 if (op->type == PLAYER)
1928 {
1929 if (left->destroyed ())
1930 esrv_del_item (op->contr, left->count);
1931 else
1932 esrv_send_item (op, left);
1933 }
1934 1685
1935 return 1; 1686 return 1;
1936} 1687}
1937 1688
1938/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1947{ 1698{
1948 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1949 1700
1950 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1951 { 1702 {
1952 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);
1953 } 1704 }
1954 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)
1955 { 1706 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1708 wcmod = -1;
1709
1958 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);
1959 } 1711 }
1960 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1961 { 1713 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1719 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1723 }
1973 else 1724 else
1974 { 1725 {
1975 /* Simple case */ 1726 /* Simple case */
1976 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);
1977 } 1728 }
1729
1978 return ret; 1730 return ret;
1979} 1731}
1980
1981 1732
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1984 */ 1735 */
1985void 1736void
1986fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1987{ 1738{
1988 object *item; 1739 object *item = op->contr->ranged_ob;
1989 1740
1990 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1991 { 1742 {
1992 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.");
1993 return; 1744 return;
1994 } 1745 }
1995 1746
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1747 if (!item->inv)
1998 { 1748 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1750 return;
2001 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2002 if (item->type == WAND) 1756 if (item->type == WAND)
2003 { 1757 {
2004 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2005 { 1759 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
2007 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
2008 return; 1763 return;
2009 } 1764 }
2010 } 1765 }
2011 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2012 { 1767 {
2013 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))
2014 { 1769 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2016 if (item->type == ROD) 1772 if (item->type == ROD)
2017 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));
2018 else 1774 else
2019 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
2020 return; 1777 return;
2021 } 1778 }
2022 } 1779 }
2023 1780
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1788 object *tmp;
2032 1789
2033 if (item->arch) 1790 if (item->arch)
2034 { 1791 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2037 item->speed = 0; 1794 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1795 }
1796
2040 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1799 }
2043 } 1800 }
2044 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1802 drain_rod_charge (item);
2047 }
2048 } 1803 }
2049} 1804}
2050 1805
2051/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2052 */ 1807 */
2053void 1808bool
2054fire (object *op, int dir) 1809fire (object *op, int dir)
2055{ 1810{
2056 int spellcost = 0; 1811 int spellcost = 0;
2057 1812
2058 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2060 make_visible (op); 1815 make_visible (op);
2061 1816
2062 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;
2063 { 1823 }
2064 case range_none:
2065 return;
2066 1824
2067 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:
2068 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2069 return; 1842 break;
2070 1843
2071 case range_magic: /* Casting spells */ 1844 case SPELL:
2072 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);
2073 return; 1846 break;
2074 1847
2075 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:
2076 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
2077 return; 1858 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1859 }
2105}
2106 1860
2107 1861 return true;
1862}
2108 1863
2109/* find_key 1864/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1869 * pl is the player,
2115 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2118 */ 1873 */
2119
2120object * 1874object *
2121find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2122{ 1876{
2123 object *tmp, *key; 1877 object *tmp, *key;
2124 1878
2125 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1880 if (!container->inv)
2127 return NULL; 1881 return 0;
2128 1882
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1885 {
2132 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1887 break;
2134 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2136 */ 1890 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1892 break;
2139 } 1893 }
1894
2140 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1898 * a key, return
2144 */ 1899 */
2145 if (!tmp) 1900 if (!tmp)
2146 { 1901 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1903 {
2149 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1906 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2153 return key; 1908 return key;
2154 } 1909 }
2155 } 1910 }
1911
2156 if (!tmp) 1912 if (!tmp)
2157 return NULL; 1913 return NULL;
2158 } 1914 }
1915
2159 /* 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,
2160 * see if we actually want to use it 1917 * see if we actually want to use it
2161 */ 1918 */
2162 if (pl != container) 1919 if (pl != container)
2163 { 1920 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1943 return NULL;
2187 } 1944 }
2188 } 1945 }
1946
2189 return tmp; 1947 return tmp;
2190} 1948}
2191 1949
2192/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1953 * 0 otherwise
2196 */ 1954 */
2197static int 1955static int
2198player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2199{ 1957{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2204 */ 1961 */
2205 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2206 1963
2207 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2208 if (key) 1965 if (key)
2209 { 1966 {
2210 object *container = key->env; 1967 object *container = key->env;
2211 1968
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2214 make_visible (op); 1970 make_visible (op);
1971
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2217 if (door->type == DOOR) 1975 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2222 { 1978 {
2223 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);
2224 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1981 }
1982
2226 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2229 if (container != op) 1986 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2231 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2232 } 1990 }
2233 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2234 { 1992 {
2235 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2236 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...");
2237 return 1; 1995 return 1;
2238 } 1996 }
1997
2239 return 0; 1998 return 0;
2240} 1999}
2241 2000
2242/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2247 */ 2006 */
2248 2007bool
2249void
2250move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2251{ 2009{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2010 int on_battleground;
2255 maptile *m;
2256 2011
2257 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2259 2014
2260 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 }
2261 2025
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2266 * 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
2267 * 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
2268 * 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
2269 * move_ob uses. 2033 * move_ob uses.
2270 */ 2034 */
2271 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);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2036
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2040 * on the space
2293 */ 2041 */
2294 while (tmp != NULL) 2042 object *mon;
2295 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2044 {
2297 { 2045 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2299 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2048 && mon != op)
2305 break; 2049 break;
2306 } 2050 }
2307 2051
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2053 return false; /* into a wall */
2316 2054
2317 if (mon->head != NULL)
2318 mon = mon->head; 2055 mon = mon->head_ ();
2319 2056
2320 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)
2321 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2322 return; 2062 return true;
2063 }
2323 2064
2324 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2070 * and thus will not push them.
2330 */ 2071 */
2331 2072
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2335 */ 2076 */
2336 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2080 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2082 {
2346 /* 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 */
2347 if (op->contr->braced) 2084 if (op->contr->braced)
2348 return; 2085 return false;
2349 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"));
2350 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2351 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2095 make_visible (op);
2096
2353 return; 2097 return true;
2354 } 2098 }
2099 else
2100 return false;
2101 }
2355 2102
2356 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2106 * attack them either.
2360 */ 2107 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2110 && ((op->contr->peaceful
2364 (op->contr->peaceful 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2112 && !on_battleground))
2366 && mon->contr-> 2113 {
2367 peaceful)) && 2114 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2115 {
2116 --op->speed_left;
2117
2373 if (!op->contr->braced) 2118 if (!op->contr->braced)
2374 { 2119 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2376 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2377 } 2122 }
2378 else 2123 else
2379 { 2124 op->statusmsg ("You withhold your attack");
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2125
2381 }
2382 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2127 make_visible (op);
2384 }
2385 2128
2129 return true;
2130 }
2131 }
2386 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2387 * 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.
2388 */ 2134 */
2389 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)
2390 { 2138 {
2139 --op->speed_left;
2140
2391 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2393 make_visible (op); 2143 make_visible (op);
2394 }
2395 2144
2145 return true;
2146 }
2147 }
2396 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2397 * 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
2398 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2153 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2156 {
2406 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2158 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2415 2160
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2161 skill_attack (mon, op, 0, 0, 0);
2420 2162
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2435 make_visible (op); 2164 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2165
2440int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2441move_player (object *op, int dir) 2174move_player (object *op, int dir)
2442{ 2175{
2443 int pick; 2176 int pick;
2444 2177
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2446 return 0; 2179 return 0;
2447 2180
2448 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2450 { 2183 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2185 return 0;
2453 } 2186 }
2454 2187
2455 /* peterm: added following line */ 2188 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2191
2459 op->facing = dir; 2192 op->facing = dir;
2460 2193
2461 if (op->hide) 2194 if (op->hide)
2462 do_hidden_move (op); 2195 do_hidden_move (op);
2463 2196
2197 bool retval;
2198
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2200 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2467 fire (op, dir); 2202 retval = fire (op, dir);
2468 else 2203 else
2469 { 2204 {
2470 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2206 pick = check_pick (op);
2472 } 2207 }
2473 2208
2474 /* 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
2475 * server can handle repeat firing. 2210 * server can handle repeat firing.
2476 */ 2211 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2213 op->direction = dir;
2480 }
2481 else 2214 else
2482 {
2483 op->direction = 0; 2215 op->direction = 0;
2484 } 2216
2485 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2219 * for players.
2488 */ 2220 */
2489 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2490 return 0; 2222
2223 return retval;
2491} 2224}
2492 2225
2493/* 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
2494 * new client/server stuff. 2227 * new client/server stuff.
2495 * 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
2496 * the new speed values for commands. 2229 * the new speed values for commands.
2497 * 2230 *
2498 * 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.
2499 */ 2234 */
2500int 2235bool
2501handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2502{ 2237{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2239 {
2525 flee_player (op); 2240 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2241 {
2529 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2530 return 0; 2245 return true;
2531 } 2246 }
2247 else
2248 return false;
2532 } 2249 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2250
2542 /* 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
2543 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2253 * called, so we recheck it here.
2545 */ 2254 */
2546 HandleClient (op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2256 return true;
2549 2257
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2260
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2261 return false;
2566} 2262}
2567 2263
2568int 2264int
2569save_life (object *op) 2265save_life (object *op)
2570{ 2266{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2268 return 0;
2575 2269
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2272 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2580 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));
2581 2275
2582 if (op->contr) 2276 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2584 2278
2589 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2590 2284
2591 if (op->stats.food < 0) 2285 if (op->stats.food < 0)
2592 op->stats.food = 999; 2286 op->stats.food = 999;
2593 2287
2594 fix_player (op); 2288 op->update_stats ();
2595 return 1; 2289 return 1;
2596 } 2290 }
2291
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2295 return 0;
2601} 2296}
2603/* 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
2604 * 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
2605 * 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
2606 * from. 2301 * from.
2607 */ 2302 */
2608void 2303static void
2609remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2610{ 2305{
2611 object *next;
2612
2613 while (op) 2306 while (op)
2614 { 2307 {
2615 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' */
2616 * we remove object 'op' 2309
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2311 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2626 } 2316 }
2627 else if (op->inv) 2317 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2319
2629 op = next; 2320 op = next;
2630 } 2321 }
2631} 2322}
2632 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2633 2330
2634/* 2331/*
2635 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2348 else
2652 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2352 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2656 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);
2657 else 2355 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2359 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2662 { 2361 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2364 strcat (buf2, buf);
2666 } 2365 }
2366
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2670 return buf2; 2371 return buf2;
2671} 2372}
2672
2673
2674 2373
2675void 2374void
2676do_some_living (object *op) 2375do_some_living (object *op)
2677{ 2376{
2678 int last_food = op->stats.food; 2377 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2383 int rate_grace = 2000;
2685 const int max_hp = 1; 2384 const int max_hp = 1;
2686 const int max_sp = 1; 2385 const int max_sp = 1;
2687 const int max_grace = 1; 2386 const int max_grace = 1;
2688 2387
2689 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2406
2696 if (op->contr->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2697 { 2408 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2413 else
2704 { 2414 {
2705 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2417 }
2418
2708 if (op->contr->gen_sp >= 0) 2419 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2421 else
2711 { 2422 {
2712 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2425 }
2426
2715 if (op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2429 else
2718 { 2430 {
2719 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2433 }
2722 2434
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2769 { 2438 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2772 if (max_grace > 1) 2442 if (max_grace > 1)
2773 { 2443 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2445 if (over_grace > 0)
2776 { 2446 {
2788 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);
2789 } 2459 }
2790 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2791 } 2461 }
2792 2462
2463 if (op->stats.food > 0)
2464 {
2793 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2794 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 { 2467 {
2798 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2799 /* dms do not consume food */ 2469
2800 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2801 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2802 op->stats.food--; 2477 op->stats.food--;
2478
2803 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2807 } 2484 }
2808 } 2485
2809 if (max_hp > 1) 2486 if (max_sp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 { 2487 {
2814 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
2815 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);
2816 } 2506 }
2817 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)
2818 { 2515 {
2819 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 }
2820 } 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);
2821 } 2541 }
2822 else 2542 else
2823 {
2824 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);
2825 } 2544 }
2826 } 2545 }
2827 2546
2828 /* Digestion */ 2547 /* Digestion */
2829 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2830 { 2549 {
2831#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2552
2838 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2554
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */ 2555 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2557 op->stats.food--;
2845 } 2558 }
2846 }
2847 2559
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2561 {
2850 object *tmp, *flesh = NULL; 2562 object *tmp, *flesh = 0;
2851 2563
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2565 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2567 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2571 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2573 break;
2862 } 2574 }
2863 else if (tmp->type == FLESH) 2575 else if (tmp->type == FLESH)
2864 flesh = tmp; 2576 flesh = tmp;
2865 } /* End if paid for object */ 2577 } /* End if paid for object */
2866 } /* end of for loop */ 2578 } /* end of for loop */
2579
2867 /* 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
2868 * eat flesh instead. 2581 * eat flesh instead.
2869 */ 2582 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2584 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2874 } 2591 {
2875 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2876 2595
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2878 op->stats.food++, op->stats.hp--;
2879
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2881 kill_player (op); 2597 kill_player (op);
2598 }
2882} 2599}
2883
2884
2885 2600
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2604 * file.
2890 */ 2605 */
2891void 2606void
2892kill_player (object *op) 2607kill_player (object *op)
2893{ 2608{
2609 int x, y;
2894 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2895 int x, y;
2896
2897 //int i;
2898 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2899
2900 /* int z;
2901 int num_stats_lose;
2902 int lost_a_stat;
2903 int lose_this_stat;
2904 int this_stat; */
2905 int will_kill_again; 2612 int will_kill_again;
2906 archetype *at; 2613 archetype *at;
2907 object *tmp; 2614 object *tmp;
2908 2615
2909 if (save_life (op)) 2616 if (save_life (op))
2910 return; 2617 return;
2911
2912 2618
2913 /* 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
2914 * 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.
2915 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2916 */ 2622 */
2919 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!");
2920 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...");
2921 2627
2922 /* restore player */ 2628 /* restore player */
2923 at = archetype::find ("poisoning"); 2629 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2631 {
2927 tmp->destroy (); 2632 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2634 }
2930 2635
2931 at = archetype::find ("confusion"); 2636 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2638 {
2935 tmp->destroy (); 2639 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2641 }
2938 2642
2939 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2646 op->stats.food = 999;
2943 2647
2944 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2650 {
2948 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2949 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2950 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2953 tmp->msg = buf; 2656 );
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2660 }
2959 2661
2960 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2664 op->contr->braced = 0;
2966 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2967 2669
2968 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2969 2671
2970 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2971 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name);
2980 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;
2981 } 2705 }
2982 else 2706 else
2983 { 2707 num_stats_lose = 1;
2984 if (op->contr->explore) 2708
2985 { 2709 lost_a_stat = 0;
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2710
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2711 for (z = 0; z < num_stats_lose; z++)
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name);
2992 } 2712 {
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2713 i = RANDOM () % NUM_STATS;
2994 2714
2995 /* save the map location for corpse, gravestone */
2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2999
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this.
3006 */
3007
3008 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect
3010 * of death.
3011 */
3012#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss)
3014 {
3015 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */
3018 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */
3021 /* GD */
3022 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2716 {
3024 else 2717 /* Pick a random stat and take a point off it. Tell the player
3025 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;
3026 } 2726 }
3027 else 2727 else
3028 { 2728 {
3029 num_stats_lose = 1; 2729 /* deplete a stat */
3030 } 2730 archetype *deparch = archetype::find ("depletion");
3031 lost_a_stat = 0; 2731 object *dep;
3032 2732
3033 for (z = 0; z < num_stats_lose; z++) 2733 dep = present_arch_in_ob (deparch, op);
3034 { 2734 if (!dep)
3035 i = RANDOM () % NUM_STATS;
3036
3037 if (settings.stat_loss_on_death)
3038 { 2735 {
3039 /* Pick a random stat and take a point off it. Tell the player 2736 dep = arch_to_object (deparch);
3040 * what he lost. 2737 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2738 }
3049 else 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
3050 { 2741 {
3051 /* deplete a stat */ 2742 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2743 /* Get the stat that we're about to deplete. */
3053 object *dep; 2744 this_stat = get_attr_value (&(dep->stats), i);
3054 2745 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2746 {
3058 dep = arch_to_object (deparch); 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2748 int keep_chance = this_stat * this_stat;
3060 } 2749
3061 lose_this_stat = 1; 2750 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2756 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2757 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2759 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2760 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2761 else
3103 if (this_stat >= -50)
3104 { 2762 {
3105 change_attr_value (&(dep->stats), i, -1); 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2768 }
3111 } 2769 }
3112 } 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 }
3113 } 2789 }
2790 }
2791 }
3114 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2793 if (!lost_a_stat)
3116 { 2794 {
3117 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2796 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2797 const char *god = determine_god (op);
3120 2798
3121 if (god && (strcmp (god, "none"))) 2799 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2801 else
3124 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.");
3125 } 2803 }
3126#else 2804#else
3127 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.");
3128#endif 2806#endif
3129 2807
3130 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2809 * exp loss on the stone.
3132 */ 2810 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2813 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2815 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2817 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2818 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2820
3143 /**************************************/ 2821 /**************************************/
3144 /* */ 2822 /* */
3145 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
3148 /* */ 2826 /* */
3149 /**************************************/ 2827 /**************************************/
3150 2828
3151 /* remove any poisoning and confusion the character may be suffering. */ 2829 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2830 /* restore player */
3153 at = archetype::find ("poisoning"); 2831 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3155 2833
3156 if (tmp) 2834 if (tmp)
3157 { 2835 {
3158 tmp->destroy (); 2836 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2838 }
3161 2839
3162 at = archetype::find ("confusion"); 2840 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2841 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2842 if (tmp)
3165 { 2843 {
3166 tmp->destroy (); 2844 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2846 }
3169 2847
3170 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
3171 2849
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
3175 op->stats.food = 900; 2853 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2857
3180 /* 2858 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
3183 * in the map. 2861 */
3184 */ 2862 op->drop_unpaid_items ();
3185 2863
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/ 2864 /****************************************/
3190 /* */ 2865 /* */
3191 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3193 /* */ 2868 /* */
3194 /****************************************/ 2869 /****************************************/
3195 2870
3196 enter_player_savebed (op); 2871 enter_player_savebed (op);
3197 2872
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2873 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2874
3204 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2878 * on the space that might harm the player.
3208 */ 2879 */
3209 will_kill_again = 0; 2880 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
3213 2884
3214 if (will_kill_again) 2885 if (will_kill_again)
3215 { 2886 {
3216 object *force; 2887 object *force;
3217 int at; 2888 int at;
3218 2889
3219 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2892 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2897 force->resist[at] = 100;
3227 2898
3228 insert_ob_in_ob (force, op); 2899 insert_ob_in_ob (force, op);
3229 fix_player (op); 2900 op->update_stats ();
3230 2901
3231 } 2902 }
3232 2903
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2905}
3302
3303 2906
3304void 2907void
3305loot_object (object *op) 2908loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3308 2911
3309 if (op->container) 2912 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2913
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3315 { 2915 {
3316 next = tmp->below; 2916 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2917
2918 if (tmp->invisible)
3318 continue; 2919 continue;
2920
3319 tmp->remove (); 2921 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3321 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2926
3324 }
3325 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))))
3326 { 2928 {
3327 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3328 { 2930 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3330 tmp2->destroy ();
3331 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 } 2933 }
3333 else 2934 else
3334 tmp->destroy (); 2935 tmp->destroy ();
3335 } 2936 }
3341/* 2942/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2945 * was changed.
3345 */ 2946 */
3346
3347void 2947void
3348fix_weight (void) 2948fix_weight (void)
3349{ 2949{
3350 player *pl; 2950 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2951 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3355 2953
3356 if (old == sum) 2954 pl->ob->update_weight ();
3357 continue; 2955
3358 fix_player (pl->ob); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
3359 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 }
3360 } 2961 }
3361} 2962}
3362 2963
3363void 2964void
3364fix_luck (void) 2965fix_luck (void)
3365{ 2966{
3366 player *pl; 2967 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3371} 2970}
3372
3373 2971
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3377 */ 2975 */
3378
3379void 2976void
3380cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3381{ 2978{
3382 object *skop, *spob; 2979 object *skop, *spob;
3383 2980
3412void 3009void
3413make_visible (object *op) 3010make_visible (object *op)
3414{ 3011{
3415 op->hide = 0; 3012 op->hide = 0;
3416 op->invisible = 0; 3013 op->invisible = 0;
3014
3417 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3418 { 3016 {
3419 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3421 } 3019 }
3020
3422 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3423} 3022}
3424 3023
3425int 3024int
3426is_true_undead (object *op) 3025is_true_undead (object *op)
3427{ 3026{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3028 return 1;
3432 3029
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3030 return 0;
3439} 3031}
3440 3032
3441/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3443 * indicate greater hideability. 3035 * indicate greater hideability.
3444 */ 3036 */
3445
3446int 3037int
3447hideability (object *ob) 3038hideability (object *ob)
3448{ 3039{
3449 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3450 sint16 x, y; 3041 sint16 x, y;
3460 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3461 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3463 3054
3464 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3465 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])
3466 { 3059 {
3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue; 3062 continue;
3471 } 3063
3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473 level += 2; 3065 level += 2;
3474 else /* open terrain! */ 3066 else /* open terrain! */
3475 level -= 1; 3067 level -= 1;
3476 } 3068 }
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3080 */
3489
3490void 3081void
3491do_hidden_move (object *op) 3082do_hidden_move (object *op)
3492{ 3083{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop; 3085 object *skop;
3498 3089
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3091
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3505 { 3095 {
3506 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!");
3507 make_visible (op); 3097 make_visible (op);
3508 return; 3098 return;
3509 } 3099 }
3510 else 3100 else
3511 num += 20; 3101 num += 20;
3512 } 3102
3513 num += op->map->difficulty; 3103 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3105 num -= hide;
3106
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3108 {
3518 make_visible (op); 3109 make_visible (op);
3519 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3520 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!");
3521 } 3112 }
3522 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3115}
3527 3116
3528/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3529 3118
3530int 3119int
3557 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3558 continue; 3147 continue;
3559 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)))
3560 continue; 3149 continue;
3561 3150
3562 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)
3563 { 3152 {
3564 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))
3565 return 1; 3154 return 1;
3566 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3567 { 3156 {
3578 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3579 * 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
3580 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3584 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3586 * 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.
3587 * -b.t. 3176 * -b.t.
3588 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3589 */ 3178 */
3590
3591int 3179int
3592player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3593{ 3181{
3594 rv_vector rv; 3182 rv_vector rv;
3595 int dx, dy; 3183 int dx, dy;
3597 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3598 { 3186 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3188 return -1;
3601 } 3189 }
3190
3602 if (!pl || !op) 3191 if (!pl || !op)
3603 return 0; 3192 return 0;
3604 3193
3605 if (op->head)
3606 {
3607 op = op->head; 3194 op = op->head_ ();
3608 } 3195
3609 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3610 3197
3611 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3199 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3614 * a blocked los square. 3201 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3616 */ 3203 */
3617 while (op) 3204 while (op)
3618 { 3205 {
3619 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3621 3208
3622 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3211 * for any meaningful values.
3625 */ 3212 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3216 return 1;
3217
3630 op = op->more; 3218 op = op->more;
3631 } 3219 }
3220
3632 return 0; 3221 return 0;
3633} 3222}
3634 3223
3635/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3639 * return 0. 3228 * return 0.
3640 */ 3229 */
3641int 3230int
3642action_makes_visible (object *op) 3231action_makes_visible (object *op)
3643{ 3232{
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 { 3234 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0; 3236 return 0;
3649 3237
3655 { 3243 {
3656 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");
3657 return 1; 3245 return 1;
3658 } 3246 }
3659 } 3247 }
3248
3660 return 0; 3249 return 0;
3661} 3250}
3662 3251
3663/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3669 * 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
3670 */ 3259 */
3671int 3260int
3672op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3673{ 3262{
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3677 * 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),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3683 { 3270 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 { 3272 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3687 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))
3688 { 3277 {
3689 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3690 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))
3691 { 3280 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3695 { 3282 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3697 { 3284 {
3698 if (x != NULL && y != NULL) 3285 if (x && y)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3700 return 1; 3288 return 1;
3701 } 3289 }
3702 } 3290 }
3703 } 3291 }
3292
3704 if (x != NULL && y != NULL) 3293 if (x && y)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3706 return 1; 3296 return 1;
3707 } 3297 }
3708 } 3298 }
3709 } 3299 }
3300
3710 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3711 return 0; 3302 return 0;
3712} 3303}
3713 3304
3714/* 3305/*
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3322 int i = 0, j = 0;
3732 3323
3733 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3736 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3738 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3740 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3742 3333
3743 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3744 return; 3335 return;
3745 3336
3746 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++);
3747 3338
3748 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3749 { 3340 {
3750 /* 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]); */
3751 return; 3342 return;
3752 } 3343 }
3753 3344
3754 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3346 item = tr->item;
3756 3347
3757 if (item->type == SPELL) 3348 if (item->type == SPELL)
3758 { 3349 {
3759 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3760 return; 3351 return;
3819 { 3410 {
3820 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3412 object *skin;
3822 3413
3823 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3824 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
3825 if (skin == NULL) 3418 if (!skin)
3826 return; 3419 return;
3827 3420
3828 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3423 {
3875 * not readied. 3468 * not readied.
3876 */ 3469 */
3877void 3470void
3878player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3879{ 3472{
3880 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3881 3475
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3883 { 3477 pl->combat_ob = 0;
3478
3884 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3885 { 3480 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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