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Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 149}
289 150
290/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
291static void 152static void
292set_first_map (object *op) 153set_first_map (object *op)
293{ 154{
294 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
295 op->x = -1; 156 op->x = -1;
296 op->y = -1; 157 op->y = -1;
297 enter_exit (op, NULL);
298} 158}
299 159
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
300/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 383 * mode.
303 */ 384 */
304 385player *
305int 386player::create ()
306add_player (client_socket *ns)
307{ 387{
308 player *p = new player; 388 player *pl = new player;
309 389
310 p->socket = ns; 390 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 391
313 p->next = first_player; 392 pl->ob->roll_stats ();
314 first_player = p; 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
315 395
316 p = get_player (p);
317
318 set_first_map (p->ob); 396 set_first_map (pl->ob);
319 397
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 398 return pl;
328} 399}
329 400
330/* 401/*
331 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
334 */ 405 */
335archetype * 406archetype *
336get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
337{ 408{
338 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);
339 416
340 for (;;) 417 for (;;)
341 { 418 {
342 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
343 at = first_archetype; 420 i = archetypes.begin ();
344 else 421 else if (*i == at)
345 at = at->next; 422 cleanup ("not a single player archetype found");
423
346 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
347 return at; 425 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 426 }
354} 427}
355
356 428
357object * 429object *
358get_nearest_player (object *mon) 430get_nearest_player (object *mon)
359{ 431{
360 object *op = NULL; 432 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 433 objectlink *ol;
363 unsigned lastdist; 434 unsigned lastdist;
364 rv_vector rv; 435 rv_vector rv;
365 436
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 438 {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
375 object *tmp = ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object (tmp);
383 if (!ol)
384 return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 440 continue;
396 441
397 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
398 { 443 {
399 op = ol->ob; 444 op = ol->ob;
400 lastdist = rv.distance; 445 lastdist = rv.distance;
401 } 446 }
402 } 447 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 448
404 { 449 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
409 { 452 {
410 op = pl->ob; 453 op = pl->ob;
411 lastdist = rv.distance; 454 lastdist = rv.distance;
412 } 455 }
413 } 456
414 }
415#if 0 457#if 0
416 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)");
417#endif 459#endif
418 return op; 460 return op;
419} 461}
437 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 481 * is probably not a good thing.
440 */ 482 */
441#define MAX_SPACES 50 483#define MAX_SPACES 50
442
443 484
444/* 485/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 519 x = mon->x;
479 y = mon->y; 520 y = mon->y;
480 m = mon->map; 521 m = mon->map;
481 dir = rv.direction; 522 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 527 if (diff > max)
486 return 0; 528 return 0;
529
487 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
488 { 531 {
489 lastx = x; 532 lastx = x;
490 lasty = y; 533 lasty = y;
491 lastmap = m; 534 lastmap = m;
573 max--; 616 max--;
574 lastdir = dir; 617 lastdir = dir;
575 if (!firstdir) 618 if (!firstdir)
576 firstdir = dir; 619 firstdir = dir;
577 } 620 }
621
578 if (diff <= 1) 622 if (diff <= 1)
579 { 623 {
580 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 625 * headed toward player for entire distance.
582 */ 626 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 629 }
630
586 if (diff > max) 631 if (diff > max)
587 return 0; 632 return 0;
588 } 633 }
634
589 /* 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 */
590 if (!max) 636 if (!max)
591 return 0; 637 return 0;
592 638
593 return firstdir; 639 return firstdir;
594} 640}
595 641
596void 642void
597give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
598{ 644{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 645 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 647
604 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
605 { 649 {
606 next = op->below; 650 next = op->below;
607 651
608 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
609 * 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
614 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 659 * by this player due to race restrictions
616 */ 660 */
617 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
618 { 662 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
620 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
623 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))
624 { 670 {
625 op->destroy (); 671 op->destroy ();
626 continue; 672 continue;
627 } 673 }
628 } 674 }
651 if (op->nrof > 1) 697 if (op->nrof > 1)
652 op->nrof = 1; 698 op->nrof = 1;
653 } 699 }
654 700
655 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 703
660 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
661 * 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
662 * merged properly. 706 * merged properly.
663 */ 707 */
664 if (need_identify (op)) 708 if (need_identify (op))
665 { 709 {
666 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 713 }
714
670 if (op->type == SPELL) 715 if (op->type == SPELL)
671 { 716 {
672 op->destroy (); 717 op->destroy ();
673 continue; 718 continue;
674 } 719 }
676 { 721 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 723 op->stats.exp = 0;
679 op->level = 1; 724 op->level = 1;
680 } 725 }
681 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
685 729
686 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
687 link_player_skills (pl); 731 link_player_skills (pl);
688} 732}
689 733
690void 734void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
775{ 736{
776 if (party == NULL) 737 if (party == NULL)
777 { 738 {
778 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);
779 return; 740 return;
780 } 741 }
742
781 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
784 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:");
785} 747}
786
787 748
788/* 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. */
789int 750static int
790roll_stat (void) 751roll_stat (void)
791{ 752{
792 int a[4], i, j, k; 753 int a[4], i, j, k;
793 754
794 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
796 757
797 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 759 if (a[i] < k)
799 k = a[i], j = i; 760 k = a[i], j = i;
800 761
801 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 763 if (i != j)
804 k += a[i]; 764 k += a[i];
805 } 765
806 return k; 766 return k;
807} 767}
808 768
809void 769void
810roll_stats (object *op) 770object::roll_stats ()
811{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
812 int sum = 0; 776 int sum = 0;
813 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
815 779
816 do 780 if (sum >= 82 && sum <= 116)
781 break;
817 { 782 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 783
829 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 786
838 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
839 do 788 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 789
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 790 stats.exp = 0;
874 op->stats.ac = 0; 791 stats.ac = 0;
875 792
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
885} 805}
886 806
887void 807void
888Roll_Again (object *op) 808object::swap_stats (int a, int b)
889{ 809{
890 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 811
895void 812 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 839{
898 signed char tmp;
899 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
900 841
901 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 844}
1016 845
1017/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1021 * not the class. 850 * not the class.
1022 */ 851 */
1023 852void
1024int 853player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 854{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 857
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 859 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
1045 861
1046 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1048 864
1049 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1050 866
1051 if (op->msg) 867 if (ob->msg)
1052 op->msg = NULL; 868 ob->msg = 0;
1053 869
1054 /* 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
1055 * to save here. 871 * to save here.
1056 */ 872 */
873 {
874 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1059 878
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 879 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 882 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1068 fix_player (op); 884 ob->update_stats ();
1069 885
1070 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1071 * is one for this race 887 * is one for this race
1072 */ 888 */
1073 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1074 { 890 {
1075 object *tmp; 891 object *tmp;
1076 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1077 893
1078 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);
1079 tmp = object::create (); 895 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1085 * default initial map */ 901 * default initial map */
1086 tmp->destroy (); 902 tmp->destroy ();
1087 } 903 }
1088 else 904 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 906}
1092 return 0;
1093 }
1094 907
908void
909player::chargen_race_next ()
910{
1095 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1097 */ 913 */
1098 914
1099 tmp_loop = 0; 915 do
1100 while (!tmp_loop)
1101 { 916 {
1102 shstr name = op->name; 917 shstr name = ob->name;
1103 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1104 919
1105 remove_statbonus (op); 920 ob->remove_statbonus ();
1106 op->remove (); 921 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
1109 op->instantiate (); 924 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1112 op->x = x; 927 ob->x = x;
1113 op->y = y; 928 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 932 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 933 }
934 while (!allowed_class (ob));
1120 935
1121 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 938 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 941 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 942}
1183 943
1184void 944void
1185flee_player (object *op) 945flee_player (object *op)
1186{ 946{
1216 { 976 {
1217 op->enemy = NULL; 977 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 979 return;
1220 } 980 }
981
1221 get_rangevector (op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1222 983
1223 dir = absdir (4 + rv.direction); 984 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 985 for (diff = 0; diff < 3; diff++)
1225 { 986 {
1226 int m = 1 - (RANDOM () & 2); 987 int m = 1 - (RANDOM () & 2);
1227 988
1228 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)))
1229 {
1230 return; 990 return;
1231 }
1232 } 991 }
992
1233 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 995 op->enemy = NULL;
1236} 996}
1237 997
1238
1239/* 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.
1240 * 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
1241 * stop. 1000 * stop.
1242 */ 1001 */
1243int 1002int
1244check_pick (object *op) 1003check_pick (object *op)
1245{ 1004{
1246 object *tmp, *next; 1005 object *tmp, *next;
1247 int stop = 0; 1006 int stop = 0;
1248 int j, k, wvratio; 1007 int wvratio;
1249 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1250 1009
1251 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1253 return 1; 1012 return 1;
1254 1013
1255 next = op->below; 1014 next = op->below;
1256 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1257 /* 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
1258 * destroyed */ 1020 * destroyed */
1259 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1260 { 1022 {
1261 tmp = next; 1023 tmp = next;
1262 next = tmp->below; 1024 next = tmp->below;
1263 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1264 if (op->destroyed ()) 1032 if (op->destroyed ())
1265 return 0; 1033 return 0;
1266 1034
1267 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1268 continue; 1036 continue;
1269 1037
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 1039 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1274 continue; 1042 continue;
1275 } 1043 }
1276 1044
1277 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1278 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1280 switch (op->contr->mode) 1048 switch (op->contr->mode)
1281 { 1049 {
1282 case 0: 1050 case 0:
1283 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1284 case 1: 1052 case 1:
1285 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1286 return 1; 1054 return 1;
1287 case 2: 1055 case 2:
1288 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1289 return 0; 1057 return 0;
1290 case 3: 1058 case 3:
1291 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1292 case 4: 1060 case 4:
1293 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1294 break; 1062 break;
1295 case 5: 1063 case 5:
1296 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1297 stop = 1; 1065 stop = 1;
1298 break; 1066 break;
1299 case 6: 1067 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1301 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1302 break; 1071 break;
1303 1072
1304 case 7: 1073 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1306 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1307 break; 1076 break;
1308 1077
1309 default: 1078 default:
1310 /* use value density */ 1079 /* use value density */
1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312 && (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)
1313 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1314 } 1083 }
1315 } 1084 }
1316 else 1085 else
1317 { /* old model */ 1086 { /* old model */
1318 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1322 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1094 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1099 }
1100
1359 /* philosophy: 1101 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1103 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1106 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1400 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1401 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1402 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1403 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1404 { 1146 {
1405 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1406 continue; 1148 continue;
1407 } 1149 }
1408 1150
1409 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1410 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)))
1411 { 1153 {
1412 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1413 continue; 1155 continue;
1414 } 1156 }
1415 1157
1416 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1417 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1418 { 1160 {
1419 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1420 continue; 1162 continue;
1421 } 1163 }
1422 1164
1423 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1424 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1425 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1426 { 1168 {
1427 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1428 continue; 1170 continue;
1429 } 1171 }
1430 1172
1431 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1432 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1433 { 1175 {
1434 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1435 continue; 1177 continue;
1436 } 1178 }
1437 1179
1438 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1440 { 1182 {
1441 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1442 continue; 1184 continue;
1443 } 1185 }
1444 1186
1445 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1446 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1448 { 1190 {
1449 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1450 continue; 1192 continue;
1451 } 1193 }
1452 1194
1453 /* pick up all magical items */ 1195 /* pick up all magical items */
1454 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1455 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))
1456 { 1198 {
1457 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1458 continue; 1200 continue;
1459 } 1201 }
1460 1202
1461 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1462 { 1204 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1464 { 1206 {
1465 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1466 continue; 1208 continue;
1467 } 1209 }
1468 } 1210 }
1469 1211
1470 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1471 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1472 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1473 { 1215 {
1474 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1475 continue; 1217 continue;
1476 } 1218 }
1477 1219
1478 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1481 { 1223 {
1482 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1483 continue; 1225 continue;
1484 } 1226 }
1485 1227
1486 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1487 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1488 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1489 { 1231 {
1490 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1491 continue; 1233 continue;
1492 } 1234 }
1493 1235
1494 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1495 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1496 { 1238 {
1497 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1498 continue; 1240 continue;
1499 } 1241 }
1500 1242
1501 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1502 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1503 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1504 { 1246 {
1505 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1506 continue; 1248 continue;
1507 } 1249 }
1508 1250
1509 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1510 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1511 { 1253 {
1512 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1513 continue; 1255 continue;
1514 } 1256 }
1515 1257
1516 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1517 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1518 { 1260 {
1519 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1520 continue; 1262 continue;
1521 } 1263 }
1522 1264
1523 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1524 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1525 { 1267 {
1526 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1527 continue; 1269 continue;
1528 } 1270 }
1529 1271
1530 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1531 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1532 { 1274 {
1533 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1534 continue; 1276 continue;
1535 } 1277 }
1536 1278
1537 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1538 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1539 { 1281 {
1540 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1541 continue; 1283 continue;
1542 } 1284 }
1543 1285
1544 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1545 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1547 { 1289 {
1548 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1549 continue; 1291 continue;
1550 } 1292 }
1551 1293
1552 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1296 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1298 {
1557 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 &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1301 {
1560 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1561 continue; 1303 continue;
1562 } 1304 }
1563 } 1305 }
1564 1306
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1308 {
1567 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)
1568 { 1310 {
1569 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1570 continue; 1312 continue;
1571 } 1313 }
1572 } 1314 }
1573 } 1315 }
1574 1316
1575 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1576 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1578 { 1320 {
1579 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1580 continue; 1322 continue;
1581 } 1323 }
1582 1324
1583 /* 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
1584 * pickups */ 1326 * pickups */
1589 /* >=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
1590 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1591 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1592 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)
1593 { 1335 {
1594 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1595#if 0 1337#if 0
1596 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1597 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1598 { 1340 {
1599 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1600 } 1342 }
1601 else 1343 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1604 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))));
1605#endif 1347#endif
1606 continue; 1348 continue;
1607 } 1349 }
1618 * found object is returned. 1360 * found object is returned.
1619 */ 1361 */
1620object * 1362object *
1621find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1622{ 1364{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type);
1628 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);
1629 return op; 1374 return arrow;
1375 }
1376
1630 return tmp; 1377 return 0;
1631} 1378}
1632 1379
1633/* 1380/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1385 */
1639
1640object * 1386object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1388{
1643 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1677 else 1423 else
1678 { 1424 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1426 {
1681 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 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)
1684 { 1430 {
1685 tmp = arrow; 1431 tmp = arrow;
1686 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;
1687 } 1433 }
1688 } 1434 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1436 {
1691 tmp = arrow; 1437 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1457 * op = the shooter
1712 * type = bow->race 1458 * type = bow->race
1713 * dir = fire direction 1459 * dir = fire direction
1714 */ 1460 */
1715
1716object * 1461object *
1717pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1718{ 1463{
1719 object *tmp = NULL; 1464 object *tmp = NULL;
1720 maptile *m; 1465 maptile *m;
1785 */ 1530 */
1786int 1531int
1787fire_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)
1788{ 1533{
1789 object *left, *bow; 1534 object *left, *bow;
1790 int bowspeed, mflags; 1535 int mflags;
1791 maptile *m; 1536 maptile *m;
1792 1537
1793 if (!dir) 1538 if (!dir)
1794 { 1539 {
1795 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!");
1796 return 0; 1541 return 0;
1797 } 1542 }
1798 if (op->type == PLAYER) 1543
1799 bow = op->contr->ranges[range_bow]; 1544 if (op->contr)
1545 bow = op->current_weapon;
1800 else 1546 else
1801 { 1547 {
1802 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1555 if (!bow)
1810 { 1556 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1558 return 0;
1813 } 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
1814 } 1568 }
1569
1815 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1816 { 1571 {
1817 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);
1818 return 0; 1573 return 0;
1819 } 1574 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1575
1829 if (arrow == NULL) 1576 if (arrow == NULL)
1830 { 1577 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1579 {
1833 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1583 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1838 return 0; 1586 return 0;
1839 } 1587 }
1840 } 1588 }
1589
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1591 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1592 return 0;
1845 } 1593
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1595 {
1848 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.");
1849 return 0; 1597 return 0;
1850 } 1598 }
1855 arrow->destroy (); 1603 arrow->destroy ();
1856 return 0; 1604 return 0;
1857 } 1605 }
1858 1606
1859 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1861 if (arrow == NULL) 1609 if (!arrow)
1862 { 1610 {
1863 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);
1864 return 0; 1612 return 0;
1865 } 1613 }
1614
1866 arrow->set_owner (op); 1615 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1617 arrow->direction = dir;
1870 arrow->x = sx; 1618
1871 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;
1872 1651
1873 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1874 { 1653 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1661 }
1909 else 1662 else
1910 { 1663 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1664 arrow->level = op->level;
1913 } 1665 arrow->stats.wc -= bow->magic;
1914 1666
1915 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1916 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1917 1672
1918 if (bow->slaying != NULL) 1673 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1675
1921 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1679
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1927 1682
1928 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1684 move_arrow (arrow);
1930
1931 if (op->type == PLAYER)
1932 {
1933 if (left->destroyed ())
1934 esrv_del_item (op->contr, left->count);
1935 else
1936 esrv_send_item (op, left);
1937 }
1938 1685
1939 return 1; 1686 return 1;
1940} 1687}
1941 1688
1942/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1951{ 1698{
1952 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1953 1700
1954 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1955 { 1702 {
1956 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);
1957 } 1704 }
1958 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)
1959 { 1706 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1708 wcmod = -1;
1709
1962 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);
1963 } 1711 }
1964 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1965 { 1713 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1719 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1723 }
1977 else 1724 else
1978 { 1725 {
1979 /* Simple case */ 1726 /* Simple case */
1980 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);
1981 } 1728 }
1729
1982 return ret; 1730 return ret;
1983} 1731}
1984
1985 1732
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1988 */ 1735 */
1989void 1736void
1990fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1991{ 1738{
1992 object *item; 1739 object *item = op->contr->ranged_ob;
1993 1740
1994 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1995 { 1742 {
1996 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.");
1997 return; 1744 return;
1998 } 1745 }
1999 1746
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1747 if (!item->inv)
2002 { 1748 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1750 return;
2005 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2006 if (item->type == WAND) 1756 if (item->type == WAND)
2007 { 1757 {
2008 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2009 { 1759 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
2011 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
2012 return; 1763 return;
2013 } 1764 }
2014 } 1765 }
2015 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2016 { 1767 {
2017 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))
2018 { 1769 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2020 if (item->type == ROD) 1772 if (item->type == ROD)
2021 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));
2022 else 1774 else
2023 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
2024 return; 1777 return;
2025 } 1778 }
2026 } 1779 }
2027 1780
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1788 object *tmp;
2036 1789
2037 if (item->arch) 1790 if (item->arch)
2038 { 1791 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2041 item->speed = 0; 1794 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1795 }
1796
2044 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1799 }
2047 } 1800 }
2048 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1802 drain_rod_charge (item);
2051 }
2052 } 1803 }
2053} 1804}
2054 1805
2055/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2056 */ 1807 */
2057void 1808bool
2058fire (object *op, int dir) 1809fire (object *op, int dir)
2059{ 1810{
2060 int spellcost = 0; 1811 int spellcost = 0;
2061 1812
2062 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2064 make_visible (op); 1815 make_visible (op);
2065 1816
2066 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;
2067 { 1823 }
2068 case range_none:
2069 return;
2070 1824
2071 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:
2072 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2073 return; 1842 break;
2074 1843
2075 case range_magic: /* Casting spells */ 1844 case SPELL:
2076 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);
2077 return; 1846 break;
2078 1847
2079 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:
2080 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
2081 return; 1858 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1859 }
2109}
2110 1860
2111 1861 return true;
1862}
2112 1863
2113/* find_key 1864/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1869 * pl is the player,
2119 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2122 */ 1873 */
2123
2124object * 1874object *
2125find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2126{ 1876{
2127 object *tmp, *key; 1877 object *tmp, *key;
2128 1878
2129 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1880 if (!container->inv)
2131 return NULL; 1881 return 0;
2132 1882
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1885 {
2136 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1887 break;
2138 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2140 */ 1890 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1892 break;
2143 } 1893 }
1894
2144 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1898 * a key, return
2148 */ 1899 */
2149 if (!tmp) 1900 if (!tmp)
2150 { 1901 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1903 {
2153 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1906 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2157 return key; 1908 return key;
2158 } 1909 }
2159 } 1910 }
1911
2160 if (!tmp) 1912 if (!tmp)
2161 return NULL; 1913 return NULL;
2162 } 1914 }
1915
2163 /* 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,
2164 * see if we actually want to use it 1917 * see if we actually want to use it
2165 */ 1918 */
2166 if (pl != container) 1919 if (pl != container)
2167 { 1920 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1943 return NULL;
2191 } 1944 }
2192 } 1945 }
1946
2193 return tmp; 1947 return tmp;
2194} 1948}
2195 1949
2196/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1953 * 0 otherwise
2200 */ 1954 */
2201static int 1955static int
2202player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2203{ 1957{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2208 */ 1961 */
2209 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2210 1963
2211 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2212 if (key) 1965 if (key)
2213 { 1966 {
2214 object *container = key->env; 1967 object *container = key->env;
2215 1968
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2218 make_visible (op); 1970 make_visible (op);
1971
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2221 if (door->type == DOOR) 1975 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2226 { 1978 {
2227 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);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1981 }
1982
2230 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2233 if (container != op) 1986 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2235 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2236 } 1990 }
2237 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2238 { 1992 {
2239 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2240 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...");
2241 return 1; 1995 return 1;
2242 } 1996 }
1997
2243 return 0; 1998 return 0;
2244} 1999}
2245 2000
2246/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2251 */ 2006 */
2252 2007bool
2253void
2254move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2255{ 2009{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2010 int on_battleground;
2259 maptile *m;
2260 2011
2261 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2263 2014
2264 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 }
2265 2025
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2270 * 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
2271 * 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
2272 * 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
2273 * move_ob uses. 2033 * move_ob uses.
2274 */ 2034 */
2275 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);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2036
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2040 * on the space
2297 */ 2041 */
2298 while (tmp != NULL) 2042 object *mon;
2299 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2044 {
2301 { 2045 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2303 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2048 && mon != op)
2309 break; 2049 break;
2310 } 2050 }
2311 2051
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2053 return false; /* into a wall */
2320 2054
2321 if (mon->head != NULL)
2322 mon = mon->head; 2055 mon = mon->head_ ();
2323 2056
2324 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)
2325 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2326 return; 2062 return true;
2063 }
2327 2064
2328 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2070 * and thus will not push them.
2334 */ 2071 */
2335 2072
2336 /* 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
2337 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2339 */ 2076 */
2340 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2080 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2082 {
2350 /* 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 */
2351 if (op->contr->braced) 2084 if (op->contr->braced)
2352 return; 2085 return false;
2353 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"));
2354 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2355 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2095 make_visible (op);
2096
2357 return; 2097 return true;
2358 } 2098 }
2099 else
2100 return false;
2101 }
2359 2102
2360 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2362 * 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
2363 * attack them either. 2106 * attack them either.
2364 */ 2107 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2366 (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))
2367#ifdef PROHIBIT_PLAYERKILL 2110 && ((op->contr->peaceful
2368 (op->contr->peaceful 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2112 && !on_battleground))
2370 && mon->contr-> 2113 {
2371 peaceful)) && 2114 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2115 {
2116 --op->speed_left;
2117
2377 if (!op->contr->braced) 2118 if (!op->contr->braced)
2378 { 2119 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2381 } 2122 }
2382 else 2123 else
2383 { 2124 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2125
2385 }
2386 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2127 make_visible (op);
2388 }
2389 2128
2129 return true;
2130 }
2131 }
2390 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2391 * 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.
2392 */ 2134 */
2393 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)
2394 { 2138 {
2139 --op->speed_left;
2140
2395 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2397 make_visible (op); 2143 make_visible (op);
2398 }
2399 2144
2145 return true;
2146 }
2147 }
2400 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2401 * 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
2402 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2153 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2156 {
2410 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2158 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2419 2160
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2161 skill_attack (mon, op, 0, 0, 0);
2424 2162
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2439 make_visible (op); 2164 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2165
2444int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2445move_player (object *op, int dir) 2174move_player (object *op, int dir)
2446{ 2175{
2447 int pick; 2176 int pick;
2448 2177
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2450 return 0; 2179 return 0;
2451 2180
2452 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2454 { 2183 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2185 return 0;
2457 } 2186 }
2458 2187
2459 /* peterm: added following line */ 2188 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2191
2463 op->facing = dir; 2192 op->facing = dir;
2464 2193
2465 if (op->hide) 2194 if (op->hide)
2466 do_hidden_move (op); 2195 do_hidden_move (op);
2467 2196
2197 bool retval;
2198
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2200 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2471 fire (op, dir); 2202 retval = fire (op, dir);
2472 else 2203 else
2473 { 2204 {
2474 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2206 pick = check_pick (op);
2476 } 2207 }
2477 2208
2478 /* 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
2479 * server can handle repeat firing. 2210 * server can handle repeat firing.
2480 */ 2211 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2213 op->direction = dir;
2484 }
2485 else 2214 else
2486 {
2487 op->direction = 0; 2215 op->direction = 0;
2488 } 2216
2489 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2219 * for players.
2492 */ 2220 */
2493 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2494 return 0; 2222
2223 return retval;
2495} 2224}
2496 2225
2497/* 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
2498 * new client/server stuff. 2227 * new client/server stuff.
2499 * 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
2500 * the new speed values for commands. 2229 * the new speed values for commands.
2501 * 2230 *
2502 * 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.
2503 */ 2234 */
2504int 2235bool
2505handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2506{ 2237{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2239 {
2529 flee_player (op); 2240 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2241 {
2533 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2534 return 0; 2245 return true;
2535 } 2246 }
2247 else
2248 return false;
2536 } 2249 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2250
2546 /* 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
2547 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2253 * called, so we recheck it here.
2549 */ 2254 */
2550 HandleClient (op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2256 return true;
2553 2257
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2564 if (op->speed_left > 0) 2260
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 return 0; 2261 return false;
2570} 2262}
2571 2263
2572int 2264int
2573save_life (object *op) 2265save_life (object *op)
2574{ 2266{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2268 return 0;
2579 2269
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2272 {
2583 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2584 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));
2585 2275
2586 if (op->contr) 2276 if (op->contr)
2587 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2588 2278
2593 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2594 2284
2595 if (op->stats.food < 0) 2285 if (op->stats.food < 0)
2596 op->stats.food = 999; 2286 op->stats.food = 999;
2597 2287
2598 fix_player (op); 2288 op->update_stats ();
2599 return 1; 2289 return 1;
2600 } 2290 }
2291
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2295 return 0;
2605} 2296}
2607/* 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
2608 * 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
2609 * 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
2610 * from. 2301 * from.
2611 */ 2302 */
2612void 2303static void
2613remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2614{ 2305{
2615 object *next;
2616
2617 while (op) 2306 while (op)
2618 { 2307 {
2619 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' */
2620 * we remove object 'op' 2309
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2311 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2630 } 2316 }
2631 else if (op->inv) 2317 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2319
2633 op = next; 2320 op = next;
2634 } 2321 }
2635} 2322}
2636 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2637 2330
2638/* 2331/*
2639 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2348 else
2656 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2352 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2660 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);
2661 else 2355 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2359 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2666 { 2361 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2364 strcat (buf2, buf);
2670 } 2365 }
2366
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2674 return buf2; 2371 return buf2;
2675} 2372}
2676
2677
2678 2373
2679void 2374void
2680do_some_living (object *op) 2375do_some_living (object *op)
2681{ 2376{
2682 int last_food = op->stats.food; 2377 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2383 int rate_grace = 2000;
2689 const int max_hp = 1; 2384 const int max_hp = 1;
2690 const int max_sp = 1; 2385 const int max_sp = 1;
2691 const int max_grace = 1; 2386 const int max_grace = 1;
2692 2387
2693 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2406
2700 if (op->contr->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2701 { 2408 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2413 else
2708 { 2414 {
2709 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2417 }
2418
2712 if (op->contr->gen_sp >= 0) 2419 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2421 else
2715 { 2422 {
2716 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2425 }
2426
2719 if (op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2429 else
2722 { 2430 {
2723 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2433 }
2726 2434
2727 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2729 {
2730 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2731 if (op->stats.sp < op->stats.maxsp)
2732 {
2733 op->stats.sp++;
2734 /* dms do not consume food */
2735 if (!QUERY_FLAG (op, FLAG_WIZ))
2736 {
2737 op->stats.food--;
2738 if (op->contr->digestion < 0)
2739 op->stats.food += op->contr->digestion;
2740 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2741 op->stats.food = last_food;
2742 }
2743 }
2744 if (max_sp > 1)
2745 {
2746 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0)
2748 {
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2752 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2753 op->stats.sp--;
2754 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp;
2756 }
2757 op->last_sp = 0;
2758 }
2759 else
2760 {
2761 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2762 }
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769
2770 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2773 { 2438 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2776 if (max_grace > 1) 2442 if (max_grace > 1)
2777 { 2443 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2445 if (over_grace > 0)
2780 { 2446 {
2792 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);
2793 } 2459 }
2794 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2795 } 2461 }
2796 2462
2463 if (op->stats.food > 0)
2464 {
2797 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2798 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2799 {
2800 if (op->stats.hp < op->stats.maxhp)
2801 { 2467 {
2802 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2803 /* dms do not consume food */ 2469
2804 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2805 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2806 op->stats.food--; 2477 op->stats.food--;
2478
2807 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2808 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2811 } 2484 }
2812 } 2485
2813 if (max_hp > 1) 2486 if (max_sp > 1)
2814 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0)
2817 { 2487 {
2818 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
2819 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);
2820 } 2506 }
2821 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)
2822 { 2515 {
2823 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 }
2824 } 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);
2825 } 2541 }
2826 else 2542 else
2827 {
2828 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);
2829 } 2544 }
2830 } 2545 }
2831 2546
2832 /* Digestion */ 2547 /* Digestion */
2833 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2834 { 2549 {
2835#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2836 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2837 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2838#else
2839 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2840#endif
2841 2552
2842 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2554
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2846 /* dms do not consume food */ 2555 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2557 op->stats.food--;
2849 } 2558 }
2850 }
2851 2559
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2561 {
2854 object *tmp, *flesh = NULL; 2562 object *tmp, *flesh = 0;
2855 2563
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 { 2565 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2861 { 2567 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2571 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2573 break;
2866 } 2574 }
2867 else if (tmp->type == FLESH) 2575 else if (tmp->type == FLESH)
2868 flesh = tmp; 2576 flesh = tmp;
2869 } /* End if paid for object */ 2577 } /* End if paid for object */
2870 } /* end of for loop */ 2578 } /* end of for loop */
2579
2871 /* 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
2872 * eat flesh instead. 2581 * eat flesh instead.
2873 */ 2582 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2584 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2878 } 2591 {
2879 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2880 2595
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2882 op->stats.food++, op->stats.hp--;
2883
2884 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2885 kill_player (op); 2597 kill_player (op);
2598 }
2886} 2599}
2887
2888
2889 2600
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2604 * file.
2894 */ 2605 */
2895void 2606void
2896kill_player (object *op) 2607kill_player (object *op)
2897{ 2608{
2609 int x, y;
2898 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2899 int x, y;
2900
2901 //int i;
2902 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2903
2904 /* int z;
2905 int num_stats_lose;
2906 int lost_a_stat;
2907 int lose_this_stat;
2908 int this_stat; */
2909 int will_kill_again; 2612 int will_kill_again;
2910 archetype *at; 2613 archetype *at;
2911 object *tmp; 2614 object *tmp;
2912 2615
2913 if (save_life (op)) 2616 if (save_life (op))
2914 return; 2617 return;
2915
2916 2618
2917 /* 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
2918 * 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.
2919 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2920 */ 2622 */
2923 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!");
2924 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...");
2925 2627
2926 /* restore player */ 2628 /* restore player */
2927 at = archetype::find ("poisoning"); 2629 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2631 {
2931 tmp->destroy (); 2632 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2634 }
2934 2635
2935 at = archetype::find ("confusion"); 2636 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2638 {
2939 tmp->destroy (); 2639 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2641 }
2942 2642
2943 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2944 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2646 op->stats.food = 999;
2947 2647
2948 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2650 {
2952 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2953 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2954 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2957 tmp->msg = buf; 2656 );
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2660 }
2963 2661
2964 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2664 op->contr->braced = 0;
2970 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2971 2669
2972 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2973 2671
2974 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2975 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name);
2984 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;
2985 } 2705 }
2986 else 2706 else
2987 { 2707 num_stats_lose = 1;
2988 if (op->contr->explore) 2708
2989 { 2709 lost_a_stat = 0;
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2710
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2711 for (z = 0; z < num_stats_lose; z++)
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name);
2996 } 2712 {
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2713 i = RANDOM () % NUM_STATS;
2998 2714
2999 /* save the map location for corpse, gravestone */
3000 x = op->x;
3001 y = op->y;
3002 map = op->map;
3003
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * life if they are dead - it takes some exp and a random stat.
3009 * See the config.h file for a little more in depth detail about this.
3010 */
3011
3012 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect
3014 * of death.
3015 */
3016#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss)
3018 {
3019 /* If stat loss is permanent, lose one stat only. */
3020 /* Lower level chars don't lose as many stats because they suffer
3021 more if they do. */
3022 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */
3025 /* GD */
3026 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2716 {
3028 else 2717 /* Pick a random stat and take a point off it. Tell the player
3029 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;
3030 } 2726 }
3031 else 2727 else
3032 { 2728 {
3033 num_stats_lose = 1; 2729 /* deplete a stat */
3034 } 2730 archetype *deparch = archetype::find ("depletion");
3035 lost_a_stat = 0; 2731 object *dep;
3036 2732
3037 for (z = 0; z < num_stats_lose; z++) 2733 dep = present_arch_in_ob (deparch, op);
3038 { 2734 if (!dep)
3039 i = RANDOM () % NUM_STATS;
3040
3041 if (settings.stat_loss_on_death)
3042 { 2735 {
3043 /* Pick a random stat and take a point off it. Tell the player 2736 dep = arch_to_object (deparch);
3044 * what he lost. 2737 insert_ob_in_ob (dep, op);
3045 */
3046 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 lost_a_stat = 1;
3052 } 2738 }
3053 else 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
3054 { 2741 {
3055 /* deplete a stat */ 2742 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2743 /* Get the stat that we're about to deplete. */
3057 object *dep; 2744 this_stat = get_attr_value (&(dep->stats), i);
3058 2745 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2746 {
3062 dep = arch_to_object (deparch); 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2748 int keep_chance = this_stat * this_stat;
3064 } 2749
3065 lose_this_stat = 1; 2750 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2756 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2757 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2759 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2760 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2761 else
3107 if (this_stat >= -50)
3108 { 2762 {
3109 change_attr_value (&(dep->stats), i, -1); 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2768 }
3115 } 2769 }
3116 } 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 }
3117 } 2789 }
2790 }
2791 }
3118 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2793 if (!lost_a_stat)
3120 { 2794 {
3121 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2796 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2797 const char *god = determine_god (op);
3124 2798
3125 if (god && (strcmp (god, "none"))) 2799 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2801 else
3128 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.");
3129 } 2803 }
3130#else 2804#else
3131 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.");
3132#endif 2806#endif
3133 2807
3134 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2809 * exp loss on the stone.
3136 */ 2810 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2813 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2815 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2817 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2818 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2820
3147 /**************************************/ 2821 /**************************************/
3148 /* */ 2822 /* */
3149 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
3152 /* */ 2826 /* */
3153 /**************************************/ 2827 /**************************************/
3154 2828
3155 /* remove any poisoning and confusion the character may be suffering. */ 2829 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2830 /* restore player */
3157 at = archetype::find ("poisoning"); 2831 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3159 2833
3160 if (tmp) 2834 if (tmp)
3161 { 2835 {
3162 tmp->destroy (); 2836 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2838 }
3165 2839
3166 at = archetype::find ("confusion"); 2840 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2841 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2842 if (tmp)
3169 { 2843 {
3170 tmp->destroy (); 2844 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2846 }
3173 2847
3174 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
3175 2849
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
3179 op->stats.food = 900; 2853 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2857
3184 /* 2858 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
3187 * in the map. 2861 */
3188 */ 2862 op->drop_unpaid_items ();
3189 2863
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op);
3192
3193 /****************************************/ 2864 /****************************************/
3194 /* */ 2865 /* */
3195 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3197 /* */ 2868 /* */
3198 /****************************************/ 2869 /****************************************/
3199 2870
3200 enter_player_savebed (op); 2871 enter_player_savebed (op);
3201 2872
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2873 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2874
3208 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2878 * on the space that might harm the player.
3212 */ 2879 */
3213 will_kill_again = 0; 2880 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
3217 2884
3218 if (will_kill_again) 2885 if (will_kill_again)
3219 { 2886 {
3220 object *force; 2887 object *force;
3221 int at; 2888 int at;
3222 2889
3223 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2892 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2897 force->resist[at] = 100;
3231 2898
3232 insert_ob_in_ob (force, op); 2899 insert_ob_in_ob (force, op);
3233 fix_player (op); 2900 op->update_stats ();
3234 2901
3235 } 2902 }
3236 2903
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2905}
3306
3307 2906
3308void 2907void
3309loot_object (object *op) 2908loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3312 2911
3313 if (op->container) 2912 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2913
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3319 { 2915 {
3320 next = tmp->below; 2916 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2917
2918 if (tmp->invisible)
3322 continue; 2919 continue;
2920
3323 tmp->remove (); 2921 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3325 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2926
3328 }
3329 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))))
3330 { 2928 {
3331 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3332 { 2930 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3334 tmp2->destroy ();
3335 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3336 } 2933 }
3337 else 2934 else
3338 tmp->destroy (); 2935 tmp->destroy ();
3339 } 2936 }
3345/* 2942/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2945 * was changed.
3349 */ 2946 */
3350
3351void 2947void
3352fix_weight (void) 2948fix_weight (void)
3353{ 2949{
3354 player *pl; 2950 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2951 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3359 2953
3360 if (old == sum) 2954 pl->ob->update_weight ();
3361 continue; 2955
3362 fix_player (pl->ob); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
3363 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 }
3364 } 2961 }
3365} 2962}
3366 2963
3367void 2964void
3368fix_luck (void) 2965fix_luck (void)
3369{ 2966{
3370 player *pl; 2967 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3375} 2970}
3376
3377 2971
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3381 */ 2975 */
3382
3383void 2976void
3384cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3385{ 2978{
3386 object *skop, *spob; 2979 object *skop, *spob;
3387 2980
3416void 3009void
3417make_visible (object *op) 3010make_visible (object *op)
3418{ 3011{
3419 op->hide = 0; 3012 op->hide = 0;
3420 op->invisible = 0; 3013 op->invisible = 0;
3014
3421 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3422 { 3016 {
3423 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3425 } 3019 }
3020
3426 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3427} 3022}
3428 3023
3429int 3024int
3430is_true_undead (object *op) 3025is_true_undead (object *op)
3431{ 3026{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3435 return 1; 3028 return 1;
3436 3029
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3030 return 0;
3443} 3031}
3444 3032
3445/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3447 * indicate greater hideability. 3035 * indicate greater hideability.
3448 */ 3036 */
3449
3450int 3037int
3451hideability (object *ob) 3038hideability (object *ob)
3452{ 3039{
3453 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3454 sint16 x, y; 3041 sint16 x, y;
3464 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3465 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3466 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3467 3054
3468 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3469 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])
3470 { 3059 {
3471 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3472 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3473 {
3474 continue; 3062 continue;
3475 } 3063
3476 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3477 level += 2; 3065 level += 2;
3478 else /* open terrain! */ 3066 else /* open terrain! */
3479 level -= 1; 3067 level -= 1;
3480 } 3068 }
3488/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3489 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3490 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3491 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3492 */ 3080 */
3493
3494void 3081void
3495do_hidden_move (object *op) 3082do_hidden_move (object *op)
3496{ 3083{
3497 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3498 object *skop; 3085 object *skop;
3502 3089
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3091
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3509 { 3095 {
3510 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!");
3511 make_visible (op); 3097 make_visible (op);
3512 return; 3098 return;
3513 } 3099 }
3514 else 3100 else
3515 num += 20; 3101 num += 20;
3516 } 3102
3517 num += op->map->difficulty; 3103 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3105 num -= hide;
3106
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3108 {
3522 make_visible (op); 3109 make_visible (op);
3523 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3524 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!");
3525 } 3112 }
3526 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3115}
3531 3116
3532/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3533 3118
3534int 3119int
3561 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3562 continue; 3147 continue;
3563 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)))
3564 continue; 3149 continue;
3565 3150
3566 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)
3567 { 3152 {
3568 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))
3569 return 1; 3154 return 1;
3570 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3571 { 3156 {
3582 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3583 * 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
3584 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3585 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3586 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3587 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3588 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3589 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3590 * 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.
3591 * -b.t. 3176 * -b.t.
3592 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3593 */ 3178 */
3594
3595int 3179int
3596player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3597{ 3181{
3598 rv_vector rv; 3182 rv_vector rv;
3599 int dx, dy; 3183 int dx, dy;
3601 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3602 { 3186 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3188 return -1;
3605 } 3189 }
3190
3606 if (!pl || !op) 3191 if (!pl || !op)
3607 return 0; 3192 return 0;
3608 3193
3609 if (op->head)
3610 {
3611 op = op->head; 3194 op = op->head_ ();
3612 } 3195
3613 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3614 3197
3615 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3199 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3618 * a blocked los square. 3201 * a blocked los square.
3619 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3620 */ 3203 */
3621 while (op) 3204 while (op)
3622 { 3205 {
3623 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3624 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3625 3208
3626 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3211 * for any meaningful values.
3629 */ 3212 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3216 return 1;
3217
3634 op = op->more; 3218 op = op->more;
3635 } 3219 }
3220
3636 return 0; 3221 return 0;
3637} 3222}
3638 3223
3639/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3640 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3643 * return 0. 3228 * return 0.
3644 */ 3229 */
3645int 3230int
3646action_makes_visible (object *op) 3231action_makes_visible (object *op)
3647{ 3232{
3648
3649 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3650 { 3234 {
3651 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3652 return 0; 3236 return 0;
3653 3237
3659 { 3243 {
3660 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");
3661 return 1; 3245 return 1;
3662 } 3246 }
3663 } 3247 }
3248
3664 return 0; 3249 return 0;
3665} 3250}
3666 3251
3667/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3668 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3673 * 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
3674 */ 3259 */
3675int 3260int
3676op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3677{ 3262{
3678 object *tmp;
3679
3680 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3681 * 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),
3682 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3683 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3684 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3685 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3686 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3687 { 3270 {
3688 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3689 { 3272 {
3690 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3691 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))
3692 { 3277 {
3693 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3694 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))
3695 { 3280 {
3696 object *invtmp;
3697
3698 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3699 { 3282 {
3700 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3701 { 3284 {
3702 if (x != NULL && y != NULL) 3285 if (x && y)
3703 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3704 return 1; 3288 return 1;
3705 } 3289 }
3706 } 3290 }
3707 } 3291 }
3292
3708 if (x != NULL && y != NULL) 3293 if (x && y)
3709 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3710 return 1; 3296 return 1;
3711 } 3297 }
3712 } 3298 }
3713 } 3299 }
3300
3714 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3715 return 0; 3302 return 0;
3716} 3303}
3717 3304
3718/* 3305/*
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3322 int i = 0, j = 0;
3736 3323
3737 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3740 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3742 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3744 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3746 3333
3747 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3748 return; 3335 return;
3749 3336
3750 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++);
3751 3338
3752 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3753 { 3340 {
3754 /* 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]); */
3755 return; 3342 return;
3756 } 3343 }
3757 3344
3758 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3759 item = &(tr->item->clone); 3346 item = tr->item;
3760 3347
3761 if (item->type == SPELL) 3348 if (item->type == SPELL)
3762 { 3349 {
3763 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3764 return; 3351 return;
3823 { 3410 {
3824 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3412 object *skin;
3826 3413
3827 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3828 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
3829 if (skin == NULL) 3418 if (!skin)
3830 return; 3419 return;
3831 3420
3832 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3423 {
3879 * not readied. 3468 * not readied.
3880 */ 3469 */
3881void 3470void
3882player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3883{ 3472{
3884 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3885 3475
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3887 { 3477 pl->combat_ob = 0;
3478
3888 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3889 { 3480 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 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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