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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 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 (©) 2005,2006,2007,2008 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
160 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
161 strip_endline (subject); 133 strip_endline (subject);
162 size = 0; 134 size = 0;
163 news[0] = '\0'; 135 news[0] = '\0';
164 } 136 }
173 size += strlen (buf); 145 size += strlen (buf);
174 } 146 }
175 } 147 }
176 148
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 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); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 152}
285 153
286/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
287static void 155static void
288set_first_map (object *op) 156set_first_map (object *op)
289{ 157{
290 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
291 op->x = -1; 159 op->x = -1;
292 op->y = -1; 160 op->y = -1;
293 enter_exit (op, NULL);
294} 161}
295 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
296/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
298 * mode. 385 * mode.
299 */ 386 */
300 387player *
301int 388player::create ()
302add_player (client_socket *ns)
303{ 389{
304 player *p = new player; 390 player *pl = new player;
305 391
306 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 393
309 p->next = first_player; 394 pl->ob->roll_stats ();
310 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
311 397
312 p = get_player (p);
313
314 set_first_map (p->ob); 398 set_first_map (pl->ob);
315 399
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 400 return pl;
324} 401}
325 402
326/* 403/*
327 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
330 */ 407 */
331archetype * 408archetype *
332get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
333{ 410{
334 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
335 418
336 for (;;) 419 for (;;)
337 { 420 {
338 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
339 at = first_archetype; 422 i = archetypes.begin ();
340 else 423 else if (*i == at)
341 at = at->next; 424 cleanup ("not a single player archetype found");
425
342 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
343 return at; 427 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 428 }
350} 429}
351
352 430
353object * 431object *
354get_nearest_player (object *mon) 432get_nearest_player (object *mon)
355{ 433{
356 object *op = NULL; 434 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 435 objectlink *ol;
359 unsigned lastdist; 436 unsigned lastdist;
360 rv_vector rv; 437 rv_vector rv;
361 438
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 440 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue; 442 continue;
392 443
393 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
394 { 445 {
395 op = ol->ob; 446 op = ol->ob;
396 lastdist = rv.distance; 447 lastdist = rv.distance;
397 } 448 }
398 } 449 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 450
400 { 451 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
405 { 454 {
406 op = pl->ob; 455 op = pl->ob;
407 lastdist = rv.distance; 456 lastdist = rv.distance;
408 } 457 }
409 } 458
410 }
411#if 0 459#if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 461#endif
414 return op; 462 return op;
415} 463}
433 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 483 * is probably not a good thing.
436 */ 484 */
437#define MAX_SPACES 50 485#define MAX_SPACES 50
438
439 486
440/* 487/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 521 x = mon->x;
475 y = mon->y; 522 y = mon->y;
476 m = mon->map; 523 m = mon->map;
477 dir = rv.direction; 524 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
480 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
481 if (diff > max) 529 if (diff > max)
482 return 0; 530 return 0;
531
483 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
484 { 533 {
485 lastx = x; 534 lastx = x;
486 lasty = y; 535 lasty = y;
487 lastmap = m; 536 lastmap = m;
569 max--; 618 max--;
570 lastdir = dir; 619 lastdir = dir;
571 if (!firstdir) 620 if (!firstdir)
572 firstdir = dir; 621 firstdir = dir;
573 } 622 }
623
574 if (diff <= 1) 624 if (diff <= 1)
575 { 625 {
576 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 627 * headed toward player for entire distance.
578 */ 628 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 631 }
632
582 if (diff > max) 633 if (diff > max)
583 return 0; 634 return 0;
584 } 635 }
636
585 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
586 if (!max) 638 if (!max)
587 return 0; 639 return 0;
588 640
589 return firstdir; 641 return firstdir;
590} 642}
591 643
592void 644void
593give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
594{ 646{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL) 647 if (pl->randomitems)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599 649
600 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
601 { 651 {
602 next = op->below; 652 next = op->below;
603 653
604 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
610 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions 661 * by this player due to race restrictions
612 */ 662 */
613 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
614 { 664 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
616 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
617 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
618 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 { 672 {
621 op->destroy (); 673 op->destroy ();
622 continue; 674 continue;
623 } 675 }
624 } 676 }
647 if (op->nrof > 1) 699 if (op->nrof > 1)
648 op->nrof = 1; 700 op->nrof = 1;
649 } 701 }
650 702
651 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655 705
656 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
658 * merged properly. 708 * merged properly.
659 */ 709 */
660 if (need_identify (op)) 710 if (need_identify (op))
661 { 711 {
662 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
665 } 715 }
716
666 if (op->type == SPELL) 717 if (op->type == SPELL)
667 { 718 {
668 op->destroy (); 719 op->destroy ();
669 continue; 720 continue;
670 } 721 }
672 { 723 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0; 725 op->stats.exp = 0;
675 op->level = 1; 726 op->level = 1;
676 } 727 }
677 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
681 731
682 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
683 link_player_skills (pl); 733 link_player_skills (pl);
684} 734}
685 735
686void 736void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
771{ 738{
772 if (party == NULL) 739 if (party == NULL)
773 { 740 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return; 742 return;
776 } 743 }
744
777 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781} 749}
782
783 750
784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int 752static int
786roll_stat (void) 753roll_stat (void)
787{ 754{
788 int a[4], i, j, k; 755 int a[4], i, j, k;
789 756
790 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
792 759
793 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 761 if (a[i] < k)
795 k = a[i], j = i; 762 k = a[i], j = i;
796 763
797 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 765 if (i != j)
800 k += a[i]; 766 k += a[i];
801 } 767
802 return k; 768 return k;
803} 769}
804 770
805void 771void
806roll_stats (object *op) 772object::roll_stats ()
807{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
808 int sum = 0; 778 int sum = 0;
809 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
811 781
812 do 782 if (sum >= 82 && sum <= 116)
783 break;
813 { 784 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 785
825 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 788
834 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
835 do 790 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 791
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 792 stats.exp = 0;
870 op->stats.ac = 0; 793 stats.ac = 0;
871 794
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
880 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
881} 807}
882 808
883void 809void
884Roll_Again (object *op) 810object::swap_stats (int a, int b)
885{ 811{
886 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 813
891void 814 for (int i = 0; i < NUM_STATS; ++i)
892Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
893{ 841{
894 signed char tmp;
895 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
896 843
897 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str;
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf);
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 846}
1012 847
1013/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1017 * not the class. 852 * not the class.
1018 */ 853 */
1019 854void
1020int 855player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 856{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1037 859
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 861 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
1041 863
1042 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1044 866
1045 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1046 868
1047 if (op->msg) 869 if (ob->msg)
1048 op->msg = NULL; 870 ob->msg = 0;
1049 871
1050 /* We create this now because some of the unique maps will need it
1051 * to save here.
1052 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf);
1055
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 872 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 875 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
1064 fix_player (op); 877 ob->update_stats ();
1065 878
1066 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1067 * is one for this race 880 * is one for this race
1068 */ 881 */
1069 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1070 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1071 object *tmp;
1072 char mapname[MAX_BUF];
1073
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1075 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the
1081 * default initial map */
1082 tmp->destroy ();
1083 }
1084 else 884 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 886}
1088 return 0;
1089 }
1090 887
888void
889player::chargen_race_next ()
890{
1091 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1093 */ 893 */
1094 894
1095 tmp_loop = 0; 895 do
1096 while (!tmp_loop)
1097 { 896 {
1098 shstr name = op->name; 897 shstr name = ob->name;
1099 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
1100 899
1101 remove_statbonus (op); 900 ob->remove_statbonus ();
1102 op->remove (); 901 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 903 ob->arch->copy_to (ob);
1105 op->instantiate (); 904 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
1108 op->x = x; 907 ob->x = x;
1109 op->y = y; 908 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 911 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 912 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 913 }
914 while (!allowed_class (ob));
1116 915
1117 update_object (op, UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 917 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 918 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 921 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 922}
1179 923
1180void 924void
1181flee_player (object *op) 925flee_player (object *op)
1182{ 926{
1212 { 956 {
1213 op->enemy = NULL; 957 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 958 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 959 return;
1216 } 960 }
961
1217 get_rangevector (op, op->enemy, &rv, 0); 962 get_rangevector (op, op->enemy, &rv, 0);
1218 963
1219 dir = absdir (4 + rv.direction); 964 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 965 for (diff = 0; diff < 3; diff++)
1221 { 966 {
1222 int m = 1 - (RANDOM () & 2); 967 int m = 1 - (RANDOM () & 2);
1223 968
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return; 970 return;
1227 }
1228 } 971 }
972
1229 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 975 op->enemy = NULL;
1232} 976}
1233 977
1234
1235/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* check_pick sees if there is stuff to be picked up/picks up stuff.
1236 * IT returns 1 if the player should keep on moving, 0 if he should 979 * It returns 1 if the player should keep on moving, 0 if he should
1237 * stop. 980 * stop.
1238 */ 981 */
1239int 982int
1240check_pick (object *op) 983check_pick (object *op)
1241{ 984{
1242 object *tmp, *next; 985 object *tmp, *next;
1243 int stop = 0; 986 int stop = 0;
1244 int j, k, wvratio; 987 int wvratio;
1245 char putstring[128], tmpstr[16]; 988 char putstring[128];
1246 989
1247 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1249 return 1; 992 return 1;
1250 993
1251 next = op->below; 994 next = op->below;
1252 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1253 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1254 * destroyed */ 1000 * destroyed */
1255 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1256 { 1002 {
1257 tmp = next; 1003 tmp = next;
1258 next = tmp->below; 1004 next = tmp->below;
1259 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1260 if (op->destroyed ()) 1012 if (op->destroyed ())
1261 return 0; 1013 return 0;
1262 1014
1263 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1264 continue; 1016 continue;
1265 1017
1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267 { 1019 {
1268 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1269 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1270 continue; 1022 continue;
1271 } 1023 }
1272 1024
1273 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1274 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1276 switch (op->contr->mode) 1028 switch (op->contr->mode)
1277 { 1029 {
1278 case 0: 1030 case 0:
1279 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1280 case 1: 1032 case 1:
1281 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1282 return 1; 1034 return 1;
1283 case 2: 1035 case 2:
1284 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1285 return 0; 1037 return 0;
1286 case 3: 1038 case 3:
1287 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1288 case 4: 1040 case 4:
1289 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1290 break; 1042 break;
1291 case 5: 1043 case 5:
1292 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1293 stop = 1; 1045 stop = 1;
1294 break; 1046 break;
1295 case 6: 1047 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1297 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1298 break; 1051 break;
1299 1052
1300 case 7: 1053 case 7:
1301 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1302 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1303 break; 1056 break;
1304 1057
1305 default: 1058 default:
1306 /* use value density */ 1059 /* use value density */
1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1309 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1310 } 1063 }
1311 } 1064 }
1312 else 1065 else
1313 { /* old model */ 1066 { /* old model */
1314 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1318 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1074 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1079 }
1080
1355 /* philosophy: 1081 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's 1082 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups 1083 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1084 * and selections, select-items should be used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for 1085 * grab-as-you-run type mode that's really useful for arrows for
1360 * example. 1086 * example.
1361 * The drawback: right now it has no frontend, so you need to 1087 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then 1088 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#> 1089 * convert to decimal and then 'pickup <#>
1396 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1397 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1398 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1399 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1400 { 1126 {
1401 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1402 continue; 1128 continue;
1403 } 1129 }
1404 1130
1405 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1406 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1407 { 1133 {
1408 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1409 continue; 1135 continue;
1410 } 1136 }
1411 1137
1412 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1413 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1414 { 1140 {
1415 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1416 continue; 1142 continue;
1417 } 1143 }
1418 1144
1419 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1420 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1421 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1422 { 1148 {
1423 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1424 continue; 1150 continue;
1425 } 1151 }
1426 1152
1427 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1428 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1429 { 1155 {
1430 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1431 continue; 1157 continue;
1432 } 1158 }
1433 1159
1434 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1436 { 1162 {
1437 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1438 continue; 1164 continue;
1439 } 1165 }
1440 1166
1441 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1442 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444 { 1170 {
1445 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1446 continue; 1172 continue;
1447 } 1173 }
1448 1174
1449 /* pick up all magical items */ 1175 /* pick up all magical items */
1450 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1451 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1452 { 1178 {
1453 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1454 continue; 1180 continue;
1455 } 1181 }
1456 1182
1457 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1458 { 1184 {
1459 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1460 { 1186 {
1461 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1462 continue; 1188 continue;
1463 } 1189 }
1464 } 1190 }
1465 1191
1466 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1467 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1468 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1469 { 1195 {
1470 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1471 continue; 1197 continue;
1472 } 1198 }
1473 1199
1474 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1477 { 1203 {
1478 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1479 continue; 1205 continue;
1480 } 1206 }
1481 1207
1482 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1483 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1484 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1485 { 1211 {
1486 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1487 continue; 1213 continue;
1488 } 1214 }
1489 1215
1490 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1491 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1492 { 1218 {
1493 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1494 continue; 1220 continue;
1495 } 1221 }
1496 1222
1497 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1498 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1499 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1500 { 1226 {
1501 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1502 continue; 1228 continue;
1503 } 1229 }
1504 1230
1505 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1506 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1507 { 1233 {
1508 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1509 continue; 1235 continue;
1510 } 1236 }
1511 1237
1512 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1513 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1514 { 1240 {
1515 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1516 continue; 1242 continue;
1517 } 1243 }
1518 1244
1519 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1520 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1521 { 1247 {
1522 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1523 continue; 1249 continue;
1524 } 1250 }
1525 1251
1526 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1527 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1528 { 1254 {
1529 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1530 continue; 1256 continue;
1531 } 1257 }
1532 1258
1533 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1534 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1535 { 1261 {
1536 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1537 continue; 1263 continue;
1538 } 1264 }
1539 1265
1540 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1541 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543 { 1269 {
1544 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1545 continue; 1271 continue;
1546 } 1272 }
1547 1273
1548 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1276 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1278 {
1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1281 {
1556 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1557 continue; 1283 continue;
1558 } 1284 }
1559 } 1285 }
1560 1286
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1288 {
1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1564 { 1290 {
1565 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1566 continue; 1292 continue;
1567 } 1293 }
1568 } 1294 }
1569 } 1295 }
1570 1296
1571 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1572 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574 { 1300 {
1575 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1576 continue; 1302 continue;
1577 } 1303 }
1578 1304
1579 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1580 * pickups */ 1306 * pickups */
1581 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1582 { 1308 {
1583 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1584 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1585 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1586 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1587 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1589 { 1315 {
1590 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1591#if 0 1317#if 0
1592 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1594 { 1320 {
1595 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1596 } 1322 }
1597 else 1323 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1601#endif 1327#endif
1602 continue; 1328 continue;
1603 } 1329 }
1614 * found object is returned. 1340 * found object is returned.
1615 */ 1341 */
1616object * 1342object *
1617find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1618{ 1344{
1619 object *tmp = NULL;
1620
1621 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1625 return op; 1354 return arrow;
1355 }
1356
1626 return tmp; 1357 return 0;
1627} 1358}
1628 1359
1629/* 1360/*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down 1363 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */ 1365 */
1635
1636object * 1366object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1368{
1639 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1655 } 1385 }
1656 } 1386 }
1657 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1658 { 1388 {
1659 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1661 { 1391 {
1662 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1663 { 1393 {
1664 *better = 100; 1394 *better = 100;
1665 return arrow; 1395 return arrow;
1673 else 1403 else
1674 { 1404 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1406 {
1677 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1680 { 1410 {
1681 tmp = arrow; 1411 tmp = arrow;
1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1683 } 1413 }
1684 } 1414 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1416 {
1687 tmp = arrow; 1417 tmp = arrow;
1693 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1694 } 1424 }
1695 } 1425 }
1696 } 1426 }
1697 } 1427 }
1428
1698 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1699 return find_arrow (op, type); 1430 return find_arrow (op, type);
1700 1431
1701 *better = betterby; 1432 *better = betterby;
1702 return tmp; 1433 return tmp;
1706 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1438 * op = the shooter
1708 * type = bow->race 1439 * type = bow->race
1709 * dir = fire direction 1440 * dir = fire direction
1710 */ 1441 */
1711
1712object * 1442object *
1713pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1714{ 1444{
1715 object *tmp = NULL; 1445 object *tmp = NULL;
1716 maptile *m; 1446 maptile *m;
1781 */ 1511 */
1782int 1512int
1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784{ 1514{
1785 object *left, *bow; 1515 object *left, *bow;
1786 int bowspeed, mflags; 1516 int mflags;
1787 maptile *m; 1517 maptile *m;
1788 1518
1789 if (!dir) 1519 if (!dir)
1790 { 1520 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0; 1522 return 0;
1793 } 1523 }
1794 if (op->type == PLAYER) 1524
1795 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1796 else 1527 else
1797 { 1528 {
1798 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1799 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1800 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1805 if (!bow) 1536 if (!bow)
1806 { 1537 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1539 return 0;
1809 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1810 } 1549 }
1550
1811 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1812 { 1552 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0; 1554 return 0;
1815 } 1555 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1556
1825 if (arrow == NULL) 1557 if (arrow == NULL)
1826 { 1558 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1560 {
1829 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else 1564 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1834 return 0; 1567 return 0;
1835 } 1568 }
1836 } 1569 }
1570
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1573 return 0;
1841 } 1574
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1576 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0; 1578 return 0;
1846 } 1579 }
1851 arrow->destroy (); 1584 arrow->destroy ();
1852 return 0; 1585 return 0;
1853 } 1586 }
1854 1587
1855 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1857 if (arrow == NULL) 1590 if (!arrow)
1858 { 1591 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0; 1593 return 0;
1861 } 1594 }
1595
1862 arrow->set_owner (op); 1596 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1598 arrow->direction = dir;
1866 arrow->x = sx; 1599
1867 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1868 1632
1869 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1870 { 1634 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1904 } 1642 }
1905 else 1643 else
1906 { 1644 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1645 arrow->level = op->level;
1909 } 1646 arrow->stats.wc -= bow->magic;
1910 1647
1911 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1912 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1913 1653
1914 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1656
1917 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1660
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1922 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1923 1663
1924 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1665 move_arrow (arrow);
1926
1927 if (op->type == PLAYER)
1928 {
1929 if (left->destroyed ())
1930 esrv_del_item (op->contr, left->count);
1931 else
1932 esrv_send_item (op, left);
1933 }
1934 1666
1935 return 1; 1667 return 1;
1936} 1668}
1937 1669
1938/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1947{ 1679{
1948 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1949 1681
1950 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1951 { 1683 {
1952 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1953 } 1685 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 { 1687 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1689 wcmod = -1;
1690
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 } 1692 }
1960 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1961 { 1694 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1700 {
1968 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971
1972 } 1704 }
1973 else 1705 else
1974 { 1706 {
1975 /* Simple case */ 1707 /* Simple case */
1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 } 1709 }
1710
1978 return ret; 1711 return ret;
1979} 1712}
1980
1981 1713
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1984 */ 1716 */
1985void 1717void
1986fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1987{ 1719{
1988 object *item; 1720 object *item = op->contr->ranged_ob;
1989 1721
1990 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1991 { 1723 {
1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993 return; 1725 return;
1994 } 1726 }
1995 1727
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1728 if (!item->inv)
1998 { 1729 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1731 return;
2001 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
2002 if (item->type == WAND) 1737 if (item->type == WAND)
2003 { 1738 {
2004 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
2005 { 1740 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
2008 return; 1744 return;
2009 } 1745 }
2010 } 1746 }
2011 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
2012 { 1748 {
2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2014 { 1754 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
2016 if (item->type == ROD) 1757 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else 1759 else
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
2020 return; 1762 return;
2021 } 1763 }
2022 } 1764 }
2023 1765
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1773 object *tmp;
2032 1774
2033 if (item->arch) 1775 if (item->arch)
2034 { 1776 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
2037 item->speed = 0; 1779 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1780 }
2040 if ((tmp = is_player_inv (item))) 1781
1782 if (object *pl = item->visible_to ())
2041 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
2042 } 1784 }
2043 } 1785 }
2044 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1787 drain_rod_charge (item);
2047 }
2048 } 1788 }
2049} 1789}
2050 1790
2051/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
2052 */ 1792 */
2053void 1793bool
2054fire (object *op, int dir) 1794fire (object *op, int dir)
2055{ 1795{
2056 int spellcost = 0; 1796 int spellcost = 0;
2057 1797
2058 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
2060 make_visible (op); 1800 make_visible (op);
2061 1801
2062 switch (op->contr->shoottype) 1802 player *pl = op->contr;
1803
1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
2063 { 1808 }
2064 case range_none:
2065 return;
2066 1809
2067 case range_bow: 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
2068 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
2069 return; 1827 break;
2070 1828
2071 case range_magic: /* Casting spells */ 1829 case SPELL:
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2073 return; 1831 break;
2074 1832
2075 case range_misc: 1833 case BUILDER:
1834 apply_map_builder (op, dir);
1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1841 default:
2076 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
2077 return; 1843 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1844 }
2105}
2106 1845
2107 1846 return true;
1847}
2108 1848
2109/* find_key 1849/* find_key
2110 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1854 * pl is the player,
2115 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
2118 */ 1858 */
2119
2120object * 1859object *
2121find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
2122{ 1861{
2123 object *tmp, *key; 1862 object *tmp, *key;
2124 1863
2125 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1865 if (!container->inv)
2127 return NULL; 1866 return 0;
2128 1867
2129 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1870 {
2132 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1872 break;
2134 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
2136 */ 1875 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1877 break;
2139 } 1878 }
1879
2140 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
2143 * a key, return 1883 * a key, return
2144 */ 1884 */
2145 if (!tmp) 1885 if (!tmp)
2146 { 1886 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1888 {
2149 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1891 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
2153 return key; 1893 return key;
2154 } 1894 }
2155 } 1895 }
1896
2156 if (!tmp) 1897 if (!tmp)
2157 return NULL; 1898 return NULL;
2158 } 1899 }
1900
2159 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it 1902 * see if we actually want to use it
2161 */ 1903 */
2162 if (pl != container) 1904 if (pl != container)
2163 { 1905 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1928 return NULL;
2187 } 1929 }
2188 } 1930 }
1931
2189 return tmp; 1932 return tmp;
2190} 1933}
2191 1934
2192/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1938 * 0 otherwise
2196 */ 1939 */
2197static int 1940static int
2198player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2199{ 1942{
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2204 */ 1946 */
2205 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2206 1948
2207 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2208 if (key) 1950 if (key)
2209 { 1951 {
2210 object *container = key->env; 1952 object *container = key->env;
2211 1953
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2214 make_visible (op); 1955 make_visible (op);
1956
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2217 if (door->type == DOOR) 1960 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2222 { 1963 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2224 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1966 }
1967
2226 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1970
2229 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container);
2231 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2232 } 1972 }
2233 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2234 { 1974 {
2235 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2237 return 1; 1977 return 1;
2238 } 1978 }
1979
2239 return 0; 1980 return 0;
2240} 1981}
2241 1982
2242/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2247 */ 1988 */
2248 1989bool
2249void
2250move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2251{ 1991{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 1992 int on_battleground;
2255 maptile *m;
2256 1993
2257 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2259 1996
2260 on_battleground = op_on_battleground (op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2261 2007
2262 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses. 2015 * move_ob uses.
2270 */ 2016 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2018
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack. 2020 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters 2021 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space 2022 * on the space
2293 */ 2023 */
2294 while (tmp != NULL) 2024 object *mon;
2295 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2026 {
2297 { 2027 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2299 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2030 && mon != op)
2305 break; 2031 break;
2306 } 2032 }
2307 2033
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2035 return false; /* into a wall */
2316 2036
2317 if (mon->head != NULL)
2318 mon = mon->head; 2037 mon = mon->head_ ();
2319 2038
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2321 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2322 return; 2044 return true;
2045 }
2323 2046
2324 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2052 * and thus will not push them.
2330 */ 2053 */
2331 2054
2332 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2333 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2335 */ 2058 */
2336 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2062 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2064 {
2346 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced) 2066 if (op->contr->braced)
2348 return; 2067 return false;
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2350 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2351 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2077 make_visible (op);
2078
2353 return; 2079 return true;
2354 } 2080 }
2081 else
2082 return false;
2083 }
2355 2084
2356 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2358 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2359 * attack them either. 2088 * attack them either.
2360 */ 2089 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2363#ifdef PROHIBIT_PLAYERKILL 2092 && ((op->contr->peaceful
2364 (op->contr->peaceful 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2094 && !on_battleground))
2366 && mon->contr-> 2095 {
2367 peaceful)) && 2096 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2097 {
2098 --op->speed_left;
2099
2373 if (!op->contr->braced) 2100 if (!op->contr->braced)
2374 { 2101 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2376 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2377 } 2104 }
2378 else 2105 else
2379 { 2106 op->statusmsg ("You withhold your attack");
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2107
2381 }
2382 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2109 make_visible (op);
2384 }
2385 2110
2111 return true;
2112 }
2113 }
2386 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2388 */ 2116 */
2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2390 { 2120 {
2121 --op->speed_left;
2122
2391 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2393 make_visible (op); 2125 make_visible (op);
2394 }
2395 2126
2127 return true;
2128 }
2129 }
2396 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2397 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2135 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2138 {
2406 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2140 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2415 2142
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2143 skill_attack (mon, op, 0, 0, 0);
2420 2144
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2435 make_visible (op); 2146 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2147
2440int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2441move_player (object *op, int dir) 2156move_player (object *op, int dir)
2442{ 2157{
2443 int pick; 2158 int pick;
2444 2159
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2446 return 0; 2161 return 0;
2447 2162
2448 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2450 { 2165 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2167 return 0;
2453 } 2168 }
2454 2169
2455 /* peterm: added following line */ 2170 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2173
2459 op->facing = dir; 2174 op->facing = dir;
2460 2175
2461 if (op->hide) 2176 if (op->hide)
2462 do_hidden_move (op); 2177 do_hidden_move (op);
2463 2178
2179 bool retval;
2180
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2182 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2467 fire (op, dir); 2184 retval = fire (op, dir);
2468 else 2185 else
2469 { 2186 {
2470 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2188 pick = check_pick (op);
2472 } 2189 }
2473 2190
2474 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing. 2192 * server can handle repeat firing.
2476 */ 2193 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2195 op->direction = dir;
2480 }
2481 else 2196 else
2482 {
2483 op->direction = 0; 2197 op->direction = 0;
2484 } 2198
2485 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2201 * for players.
2488 */ 2202 */
2489 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2490 return 0; 2204
2205 return retval;
2491} 2206}
2492 2207
2493/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2494 * new client/server stuff. 2209 * new client/server stuff.
2495 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2496 * the new speed values for commands. 2211 * the new speed values for commands.
2497 * 2212 *
2498 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2499 */ 2216 */
2500int 2217bool
2501handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2502{ 2219{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2221 {
2525 flee_player (op); 2222 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2223 {
2529 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2530 return 0; 2227 return true;
2531 } 2228 }
2229 else
2230 return false;
2532 } 2231 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2232
2542 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2235 * called, so we recheck it here.
2545 */ 2236 */
2546 HandleClient (op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2238 return true;
2549 2239
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2242
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2243 return false;
2566} 2244}
2567 2245
2568int 2246int
2569save_life (object *op) 2247save_life (object *op)
2570{ 2248{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2250 return 0;
2575 2251
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2254 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584 2257
2585 tmp->destroy (); 2258 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587 2260
2588 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2590 2263
2591 if (op->stats.food < 0) 2264 if (op->stats.food < 0)
2592 op->stats.food = 999; 2265 op->stats.food = 999;
2593 2266
2594 fix_player (op); 2267 op->update_stats ();
2595 return 1; 2268 return 1;
2596 } 2269 }
2270
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2274 return 0;
2601} 2275}
2602 2276
2603/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2604 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2605 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2606 * from. 2280 * from.
2607 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2608void 2298void
2609remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2610{ 2300{
2611 object *next; 2301 if (!flag [FLAG_REMOVED])
2612 2302 ::drop_unpaid_items (inv, this);
2613 while (op)
2614 {
2615 next = op->below; /* Make sure we have a good value, in case
2616 * we remove object 'op'
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0);
2626 }
2627 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2630 }
2631} 2303}
2632
2633 2304
2634/* 2305/*
2635 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2638 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2639 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2640 */ 2311 */
2641char * 2312const char *
2642gravestone_text (object *op) 2313gravestone_text (object *op)
2643{ 2314{
2644 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2645 char buf[MAX_BUF];
2646 time_t now = time (NULL);
2647 2316
2648 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2649 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2651 else 2322
2652 sprintf (buf, "%s\n", &op->name); 2323 buf << "\n\n";
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324
2654 strcat (buf2, buf); 2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2655 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2657 else 2331
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 { 2332 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2665 strcat (buf2, buf);
2666 }
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2669 strcat (buf2, buf); 2337 }
2338
2670 return buf2; 2339 return buf;
2671} 2340}
2672
2673
2674 2341
2675void 2342void
2676do_some_living (object *op) 2343do_some_living (object *op)
2677{ 2344{
2678 int last_food = op->stats.food; 2345 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2351 int rate_grace = 2000;
2685 const int max_hp = 1; 2352 const int max_hp = 1;
2686 const int max_sp = 1; 2353 const int max_sp = 1;
2687 const int max_grace = 1; 2354 const int max_grace = 1;
2688 2355
2689 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2695 2374
2696 if (op->contr->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2697 { 2376 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2379 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2381 else
2704 { 2382 {
2705 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2385 }
2386
2708 if (op->contr->gen_sp >= 0) 2387 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2389 else
2711 { 2390 {
2712 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2393 }
2394
2715 if (op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2397 else
2718 { 2398 {
2719 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2401 }
2722 2402
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2769 { 2406 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2772 if (max_grace > 1) 2410 if (max_grace > 1)
2773 { 2411 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2413 if (over_grace > 0)
2776 { 2414 {
2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789 } 2427 }
2790 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2791 } 2429 }
2792 2430
2431 if (op->stats.food > 0)
2432 {
2793 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2794 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 { 2435 {
2798 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2799 /* dms do not consume food */ 2437
2800 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2801 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2802 op->stats.food--; 2445 op->stats.food--;
2446
2803 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2807 } 2452 }
2808 } 2453
2809 if (max_hp > 1) 2454 if (max_sp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 { 2455 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2815 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 } 2474 }
2817 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2818 { 2483 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2820 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2821 } 2509 }
2822 else 2510 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 } 2512 }
2826 } 2513 }
2827 2514
2828 /* Digestion */ 2515 /* Digestion */
2829 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2830 { 2517 {
2831#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2520
2838 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2840 else 2522
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */ 2523 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2525 op->stats.food--;
2845 } 2526 }
2846 }
2847 2527
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2529 {
2850 object *tmp, *flesh = NULL; 2530 object *flesh = 0;
2851 2531
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2538 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2859 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2544 break;
2862 } 2545 }
2863 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2864 flesh = tmp; 2547 flesh = tmp;
2865 } /* End if paid for object */ 2548 }
2866 } /* end of for loop */ 2549
2867 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead. 2551 * eat flesh instead.
2869 */ 2552 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2554 {
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2873 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2874 } 2567 {
2875 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2876 2570
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2571 if (op->stats.hp < 0)
2878 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2879 2577
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2881 kill_player (op); 2580 kill_player (op);
2581 }
2882} 2582}
2883
2884
2885 2583
2886/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2587 * file.
2890 */ 2588 */
2891void 2589void
2892kill_player (object *op) 2590kill_player (object *op)
2893{ 2591{
2592 int x, y;
2894 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2895 int x, y;
2896
2897 //int i;
2898 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2899
2900 /* int z;
2901 int num_stats_lose;
2902 int lost_a_stat;
2903 int lose_this_stat;
2904 int this_stat; */
2905 int will_kill_again; 2595 int will_kill_again;
2906 archetype *at; 2596 archetype *at;
2907 object *tmp; 2597 object *tmp;
2908 2598
2909 if (save_life (op)) 2599 if (save_life (op))
2910 return; 2600 return;
2911
2912 2601
2913 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2915 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2916 */ 2605 */
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921 2610
2922 /* restore player */ 2611 /* restore player */
2923 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2614 {
2927 tmp->destroy (); 2615 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2617 }
2930 2618
2931 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2621 {
2935 tmp->destroy (); 2622 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2624 }
2938 2625
2939 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2629 op->stats.food = 999;
2943 2630
2944 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2633 {
2948 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2949 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2950 sprintf (buf, " This finger has been cut off %s\n"
2951 " the %s, when he was defeated at\n level %d by %s.\n",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2645 }
2959 2646
2960 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2649 op->contr->braced = 0;
2965 2652
2966 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2967 2654
2968 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2969 2656
2970 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2658
2659 /* save the map location for corpse, gravestone */
2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2663
2664 /* NOT_PERMADEATH code. This basically brings the character back to
2665 * life if they are dead - it takes some exp and a random stat.
2666 * See the config.h file for a little more in depth detail about this.
2667 */
2668
2669 /* Basically two ways to go - remove a stat permanently, or just
2670 * make it depletion. This bunch of code deals with that aspect
2671 * of death.
2672 */
2673#ifndef COZY_SERVER
2674 if (settings.balanced_stat_loss)
2971 { 2675 {
2972 if (op->contr->explore) 2676 /* If stat loss is permanent, lose one stat only. */
2973 { 2677 /* Lower level chars don't lose as many stats because they suffer
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2678 more if they do. */
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2679 /* Higher level characters can afford things such as potions of
2976 op->stats.food = 999; 2680 restoration, or better, stat potions. So we slug them that
2977 return; 2681 little bit harder. */
2978 } 2682 /* GD */
2979 sprintf (buf, "%s starved to death.", &op->name); 2683 if (settings.stat_loss_on_death)
2980 strcpy (op->contr->killer, "starvation"); 2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2981 } 2687 }
2982 else 2688 else
2983 { 2689 num_stats_lose = 1;
2984 if (op->contr->explore) 2690
2985 { 2691 lost_a_stat = 0;
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2692
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2693 for (z = 0; z < num_stats_lose; z++)
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name);
2992 } 2694 {
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 i = RANDOM () % NUM_STATS;
2994 2696
2995 /* save the map location for corpse, gravestone */
2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2999
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this.
3006 */
3007
3008 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect
3010 * of death.
3011 */
3012#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss)
3014 {
3015 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */
3018 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */
3021 /* GD */
3022 if (settings.stat_loss_on_death) 2697 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2698 {
3024 else 2699 /* Pick a random stat and take a point off it. Tell the player
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2700 * what he lost.
2701 */
2702 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds (&(op->stats));
2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1;
3026 } 2708 }
3027 else 2709 else
3028 { 2710 {
3029 num_stats_lose = 1; 2711 /* deplete a stat */
3030 } 2712 archetype *deparch = archetype::find ("depletion");
3031 lost_a_stat = 0; 2713 object *dep;
3032 2714
3033 for (z = 0; z < num_stats_lose; z++) 2715 dep = present_arch_in_ob (deparch, op);
3034 { 2716 if (!dep)
3035 i = RANDOM () % NUM_STATS;
3036
3037 if (settings.stat_loss_on_death)
3038 { 2717 {
3039 /* Pick a random stat and take a point off it. Tell the player 2718 dep = arch_to_object (deparch);
3040 * what he lost. 2719 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2720 }
3049 else 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
3050 { 2723 {
3051 /* deplete a stat */ 2724 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2725 /* Get the stat that we're about to deplete. */
3053 object *dep; 2726 this_stat = get_attr_value (&(dep->stats), i);
3054 2727 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2728 {
3058 dep = arch_to_object (deparch); 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2730 int keep_chance = this_stat * this_stat;
3060 } 2731
3061 lose_this_stat = 1; 2732 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3068 { 2738 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2739 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2741 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2742 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2743 else
3103 if (this_stat >= -50)
3104 { 2744 {
3105 change_attr_value (&(dep->stats), i, -1); 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
3110 } 2750 }
3111 } 2751 }
3112 } 2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2757 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a
2761 * difference.
2762 */
2763 if (this_stat >= -50)
2764 {
2765 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
3113 } 2771 }
2772 }
2773 }
2774
3114 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2776 if (!lost_a_stat)
3116 { 2777 {
3117 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2779 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2780 const char *god = determine_god (op);
3120 2781
3121 if (god && (strcmp (god, "none"))) 2782 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2784 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 } 2786 }
3126#else 2787#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3128#endif 2789#endif
3129 2790
3130 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2792 * exp loss on the stone.
3132 */ 2793 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
3135 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
3136 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
3139 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2800
3143 /**************************************/ 2801 /**************************************/
3144 /* */ 2802 /* */
3145 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
3148 /* */ 2806 /* */
3149 /**************************************/ 2807 /**************************************/
3150 2808
3151 /* remove any poisoning and confusion the character may be suffering. */ 2809 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2810 /* restore player */
3153 at = archetype::find ("poisoning"); 2811 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2812 tmp = present_arch_in_ob (at, op);
3155 2813
3156 if (tmp) 2814 if (tmp)
3157 { 2815 {
3158 tmp->destroy (); 2816 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2818 }
3161 2819
3162 at = archetype::find ("confusion"); 2820 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2821 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2822 if (tmp)
3165 { 2823 {
3166 tmp->destroy (); 2824 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2826 }
3169 2827
3170 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
3171 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
3174 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
3175 op->stats.food = 900; 2846 op->stats.food = 900;
2847
3176 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2851
3180 /* 2852 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if 2853 * Check to see if the player has any unpaid items. If so, remove them
3182 * the player has any unpaid items. If so, remove them and put them back 2854 * and put them back in the map.
3183 * in the map. 2855 */
3184 */ 2856 op->drop_unpaid_items ();
3185 2857
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/ 2858 /****************************************/
3190 /* */ 2859 /* */
3191 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
3193 /* */ 2862 /* */
3194 /****************************************/ 2863 /****************************************/
3195 2864
3196 enter_player_savebed (op); 2865 enter_player_savebed (op);
3197 2866
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2867 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2868
3204 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2872 * on the space that might harm the player.
3208 */ 2873 */
3209 will_kill_again = 0; 2874 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
3213 2878
3214 if (will_kill_again) 2879 if (will_kill_again)
3215 { 2880 {
3216 object *force; 2881 object *force;
3217 int at; 2882 int at;
3218 2883
3219 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2886 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2891 force->resist[at] = 100;
3227 2892
3228 insert_ob_in_ob (force, op); 2893 insert_ob_in_ob (force, op);
3229 fix_player (op); 2894 op->update_stats ();
3230 2895
3231 } 2896 }
3232 2897
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2899}
3302
3303 2900
3304void 2901void
3305loot_object (object *op) 2902loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3308 2905
3309 if (op->container) 2906 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2907
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3315 { 2909 {
3316 next = tmp->below; 2910 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2911
2912 if (tmp->invisible)
3318 continue; 2913 continue;
2914
3319 tmp->remove (); 2915 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3321 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2920
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3326 { 2922 {
3327 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3328 { 2924 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3330 tmp2->destroy ();
3331 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 } 2927 }
3333 else 2928 else
3334 tmp->destroy (); 2929 tmp->destroy ();
3335 } 2930 }
3341/* 2936/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed. 2939 * was changed.
3345 */ 2940 */
3346
3347void 2941void
3348fix_weight (void) 2942fix_weight (void)
3349{ 2943{
3350 player *pl; 2944 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2945 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3355 2947
3356 if (old == sum) 2948 pl->ob->update_weight ();
3357 continue; 2949
3358 fix_player (pl->ob); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3360 } 2955 }
3361} 2956}
3362 2957
3363void 2958void
3364fix_luck (void) 2959fix_luck (void)
3365{ 2960{
3366 player *pl; 2961 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2963 pl->ob->change_luck (0);
3371} 2964}
3372
3373 2965
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3377 */ 2969 */
3378
3379void 2970void
3380cast_dust (object *op, object *throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3381{ 2972{
3382 object *skop, *spob; 2973 object *skop, *spob;
3383 2974
3412void 3003void
3413make_visible (object *op) 3004make_visible (object *op)
3414{ 3005{
3415 op->hide = 0; 3006 op->hide = 0;
3416 op->invisible = 0; 3007 op->invisible = 0;
3008
3417 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3418 { 3010 {
3419 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3421 } 3013 }
3014
3422 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3423} 3016}
3424 3017
3425int 3018int
3426is_true_undead (object *op) 3019is_true_undead (object *op)
3427{ 3020{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3022 return 1;
3432 3023
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3024 return 0;
3439} 3025}
3440 3026
3441/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3443 * indicate greater hideability. 3029 * indicate greater hideability.
3444 */ 3030 */
3445
3446int 3031int
3447hideability (object *ob) 3032hideability (object *ob)
3448{ 3033{
3449 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3450 sint16 x, y; 3035 sint16 x, y;
3460 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3461 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3463 3048
3464 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 { 3053 {
3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue; 3056 continue;
3471 } 3057
3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473 level += 2; 3059 level += 2;
3474 else /* open terrain! */ 3060 else /* open terrain! */
3475 level -= 1; 3061 level -= 1;
3476 } 3062 }
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3074 */
3489
3490void 3075void
3491do_hidden_move (object *op) 3076do_hidden_move (object *op)
3492{ 3077{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3494 object *skop;
3495 3079
3496 if (!op || !op->map) 3080 if (!op || !op->map)
3497 return; 3081 return;
3498 3082
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3500 3085
3501 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3505 { 3089 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op); 3091 make_visible (op);
3508 return; 3092 return;
3509 } 3093 }
3510 else 3094 else
3511 num += 20; 3095 num += 20;
3512 } 3096
3513 num += op->map->difficulty; 3097 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3099 num -= hide;
3100
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3102 {
3518 make_visible (op); 3103 make_visible (op);
3104
3519 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 } 3107 }
3522 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526} 3110}
3527 3111
3528/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3529 3113
3530int 3114int
3557 if (mflags & P_OUT_OF_MAP) 3141 if (mflags & P_OUT_OF_MAP)
3558 continue; 3142 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue; 3144 continue;
3561 3145
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3563 { 3147 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1; 3149 return 1;
3566 else if (tmp->type == PLAYER) 3150 else if (tmp->type == PLAYER)
3567 { 3151 {
3578 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3579 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3580 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3584 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3586 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3587 * -b.t. 3171 * -b.t.
3588 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3589 */ 3173 */
3590
3591int 3174int
3592player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3593{ 3176{
3594 rv_vector rv; 3177 rv_vector rv;
3595 int dx, dy; 3178 int dx, dy;
3597 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3598 { 3181 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3183 return -1;
3601 } 3184 }
3185
3602 if (!pl || !op) 3186 if (!pl || !op)
3603 return 0; 3187 return 0;
3604 3188
3605 if (op->head)
3606 {
3607 op = op->head; 3189 op = op->head_ ();
3608 } 3190
3609 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3610 3192
3611 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3194 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3614 * a blocked los square. 3196 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3616 */ 3198 */
3617 while (op) 3199 while (op)
3618 { 3200 {
3619 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3621 3203
3622 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values. 3206 * for any meaningful values.
3625 */ 3207 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3629 return 1; 3211 return 1;
3212
3630 op = op->more; 3213 op = op->more;
3631 } 3214 }
3215
3632 return 0; 3216 return 0;
3633} 3217}
3634 3218
3635/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3639 * return 0. 3223 * return 0.
3640 */ 3224 */
3641int 3225int
3642action_makes_visible (object *op) 3226action_makes_visible (object *op)
3643{ 3227{
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 { 3229 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0; 3231 return 0;
3649 3232
3655 { 3238 {
3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657 return 1; 3240 return 1;
3658 } 3241 }
3659 } 3242 }
3243
3660 return 0; 3244 return 0;
3661} 3245}
3662 3246
3663/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3669 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3670 */ 3254 */
3671int 3255int
3672op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3673{ 3257{
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3683 { 3265 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 { 3267 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3688 { 3272 {
3689 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 { 3275 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3695 { 3277 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3697 { 3279 {
3698 if (x != NULL && y != NULL) 3280 if (x && y)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3700 return 1; 3283 return 1;
3701 } 3284 }
3702 } 3285 }
3703 } 3286 }
3287
3704 if (x != NULL && y != NULL) 3288 if (x && y)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3706 return 1; 3291 return 1;
3707 } 3292 }
3708 } 3293 }
3709 } 3294 }
3295
3710 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3711 return 0; 3297 return 0;
3712} 3298}
3713 3299
3714/* 3300/*
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3317 int i = 0, j = 0;
3732 3318
3733 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3736 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3738 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3740 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3742 3328
3743 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3744 return; 3330 return;
3745 3331
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747 3333
3748 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3749 { 3335 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return; 3337 return;
3752 } 3338 }
3753 3339
3754 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3341 item = tr->item;
3756 3342
3757 if (item->type == SPELL) 3343 if (item->type == SPELL)
3758 { 3344 {
3759 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3760 return; 3346 return;
3819 { 3405 {
3820 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3407 object *skin;
3822 3408
3823 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 ;
3412
3825 if (skin == NULL) 3413 if (!skin)
3826 return; 3414 return;
3827 3415
3828 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3418 {
3862 else 3450 else
3863 { 3451 {
3864 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3865 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3866 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3867 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3868 if (who->type == PLAYER)
3869 esrv_send_item (who, tmp);
3870 } 3456 }
3871} 3457}
3872 3458
3873/** 3459/**
3874 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3875 * not readied. 3461 * not readied.
3876 */ 3462 */
3877void 3463void
3878player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3879{ 3465{
3880 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3881 3468
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3883 { 3470 pl->combat_ob = 0;
3471
3884 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3885 { 3473 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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