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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 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);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 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);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
321/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
323 * mode. 381 * mode.
324 */ 382 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
330 387
331 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 389
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 390 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 391 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 392 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 393
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 394 set_first_map (pl->ob);
343 395
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 396 return pl;
351} 397}
352 398
353/* 399/*
354 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
357 */ 403 */
358archetype * 404archetype *
359get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
360{ 406{
361 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 408
363 for (;;) 409 for (;;)
364 { 410 {
365 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
366 at = first_archetype; 412 i = archetypes.begin ();
367 else 413 else if (*i == at)
368 at = at->next; 414 cleanup ("not a single player archetype found");
415
369 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
370 return at; 417 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 418 }
377} 419}
378
379 420
380object * 421object *
381get_nearest_player (object *mon) 422get_nearest_player (object *mon)
382{ 423{
383 object *op = NULL; 424 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 425 objectlink *ol;
386 unsigned lastdist; 426 unsigned lastdist;
387 rv_vector rv; 427 rv_vector rv;
388 428
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 430 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 432 continue;
419 433
420 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
421 { 435 {
422 op = ol->ob; 436 op = ol->ob;
423 lastdist = rv.distance; 437 lastdist = rv.distance;
424 } 438 }
425 } 439 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 440
427 { 441 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
432 { 444 {
433 op = pl->ob; 445 op = pl->ob;
434 lastdist = rv.distance; 446 lastdist = rv.distance;
435 } 447 }
436 } 448
437 }
438#if 0 449#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 451#endif
441 return op; 452 return op;
442} 453}
460 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 473 * is probably not a good thing.
463 */ 474 */
464#define MAX_SPACES 50 475#define MAX_SPACES 50
465
466 476
467/* 477/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 499path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 500{
491 rv_vector rv; 501 rv_vector rv;
492 sint16 x, y; 502 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 504 maptile *m, *lastmap;
495 505
496 get_rangevector (mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
497 507
498 if (rv.distance < mindiff) 508 if (rv.distance < mindiff)
499 return 0; 509 return 0;
501 x = mon->x; 511 x = mon->x;
502 y = mon->y; 512 y = mon->y;
503 m = mon->map; 513 m = mon->map;
504 dir = rv.direction; 514 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
507 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 519 if (diff > max)
509 return 0; 520 return 0;
521
510 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
511 { 523 {
512 lastx = x; 524 lastx = x;
513 lasty = y; 525 lasty = y;
514 lastmap = m; 526 lastmap = m;
596 max--; 608 max--;
597 lastdir = dir; 609 lastdir = dir;
598 if (!firstdir) 610 if (!firstdir)
599 firstdir = dir; 611 firstdir = dir;
600 } 612 }
613
601 if (diff <= 1) 614 if (diff <= 1)
602 { 615 {
603 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 617 * headed toward player for entire distance.
605 */ 618 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 621 }
622
609 if (diff > max) 623 if (diff > max)
610 return 0; 624 return 0;
611 } 625 }
626
612 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
613 if (!max) 628 if (!max)
614 return 0; 629 return 0;
615 630
616 return firstdir; 631 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 662 {
648 remove_ob (op); 663 op->destroy ();
649 free_object (op);
650 continue; 664 continue;
651 } 665 }
652 } 666 }
653 667
654 /* This really needs to be better - we should really give 668 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 679 if (tmp->type == op->type && tmp->name == op->name)
666 break; 680 break;
667 681
668 if (tmp) 682 if (tmp)
669 { 683 {
670 remove_ob (op); 684 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 686 continue;
674 } 687 }
688
675 if (op->nrof > 1) 689 if (op->nrof > 1)
676 op->nrof = 1; 690 op->nrof = 1;
677 } 691 }
678 692
679 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 707 }
694 if (op->type == SPELL) 708 if (op->type == SPELL)
695 { 709 {
696 remove_ob (op); 710 op->destroy ();
697 free_object (op);
698 continue; 711 continue;
699 } 712 }
700 else if (op->type == SKILL) 713 else if (op->type == SKILL)
701 { 714 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
712 link_player_skills (pl); 725 link_player_skills (pl);
713} 726}
714 727
715void 728void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
800{ 730{
801 if (party == NULL) 731 if (party == NULL)
802 { 732 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 734 return;
805 } 735 }
736
806 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 741}
811
812 742
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 744static int
815roll_stat (void) 745roll_stat (void)
816{ 746{
817 int a[4], i, j, k; 747 int a[4], i, j, k;
818 748
819 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
821 751
822 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 753 if (a[i] < k)
824 k = a[i], j = i; 754 k = a[i], j = i;
825 755
826 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 757 if (i != j)
829 k += a[i]; 758 k += a[i];
830 } 759
831 return k; 760 return k;
832} 761}
833 762
834void 763void
835roll_stats (object *op) 764object::roll_stats ()
836{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
837 int sum = 0; 770 int sum = 0;
838 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
840 773
841 do 774 if (sum >= 82 && sum <= 116)
775 break;
842 { 776 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 777
854 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 780
863 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
864 do 782 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 783
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 784 stats.exp = 0;
899 op->stats.ac = 0; 785 stats.ac = 0;
900 786
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
909 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
910} 799}
911 800
912void 801void
913Roll_Again (object *op) 802object::swap_stats (int a, int b)
914{ 803{
915 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 805
920void 806 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
922{ 833{
923 signed char tmp;
924 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
925 835
926 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 840}
1041 841
1042/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1046 * not the class. 846 * not the class.
1047 */ 847 */
1048 848void
1049int 849player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 850{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
1068 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1070 860
1071 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1072 862
1073 if (op->msg) 863 if (ob->msg)
1074 op->msg = NULL; 864 ob->msg = 0;
1075 865
1076 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1077 * to save here. 867 * to save here.
1078 */ 868 */
869 {
870 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1081 874
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 875 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 878 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1090 fix_player (op); 880 ob->update_stats ();
1091 881
1092 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1093 * is one for this race 883 * is one for this race
1094 */ 884 */
1095 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1096 { 886 {
1097 object *tmp; 887 object *tmp;
1098 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1099 889
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 891 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1107 * default initial map */ 897 * default initial map */
1108 free_object (tmp); 898 tmp->destroy ();
1109 } 899 }
1110 else 900 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 902}
1114 return 0;
1115 }
1116 903
904void
905player::chargen_race_next ()
906{
1117 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1119 */ 909 */
1120 910
1121 tmp_loop = 0; 911 do
1122 while (!tmp_loop)
1123 { 912 {
1124 shstr name = op->name; 913 shstr name = ob->name;
1125 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1126 915
1127 remove_statbonus (op); 916 ob->remove_statbonus ();
1128 remove_ob (op); 917 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 919 ob->arch->copy_to (ob);
1131 op->instantiate (); 920 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1134 op->x = x; 923 ob->x = x;
1135 op->y = y; 924 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 928 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 929 }
930 while (!allowed_class (ob));
1142 931
1143 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 934 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 937 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 938}
1205 939
1206void 940void
1207flee_player (object *op) 941flee_player (object *op)
1208{ 942{
1238 { 972 {
1239 op->enemy = NULL; 973 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 975 return;
1242 } 976 }
977
1243 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1244 979
1245 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1247 { 982 {
1248 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1249 984
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 986 return;
1253 }
1254 } 987 }
988
1255 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 991 op->enemy = NULL;
1258} 992}
1259 993
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 996 * stop.
1264 */ 997 */
1265int 998int
1266check_pick (object *op) 999check_pick (object *op)
1267{ 1000{
1268 object *tmp, *next; 1001 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1002 int stop = 0;
1271 int j, k, wvratio; 1003 int wvratio;
1272 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1273
1274 1005
1275 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1277 return 1; 1008 return 1;
1278 1009
1279 op_tag = op->count;
1280
1281 next = op->below; 1010 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1011
1285 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1013 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1288 { 1015 {
1289 tmp = next; 1016 tmp = next;
1290 next = tmp->below; 1017 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1018
1294 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1295 return 0; 1020 return 0;
1296 1021
1297 if (!can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1298 continue; 1023 continue;
1299 1024
1352 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1080 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1085 }
1086
1389 /* philosophy: 1087 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1092 * example.
1395 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1129 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1130 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1131 if (tmp->type == FOOD)
1434 { 1132 {
1435 pick_up (op, tmp); 1133 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1134 continue;
1439 } 1135 }
1136
1440 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1139 {
1443 pick_up (op, tmp); 1140 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1141 continue;
1447 } 1142 }
1448 1143
1449 if (op->contr->mode & PU_POTION) 1144 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1145 if (tmp->type == POTION)
1451 { 1146 {
1452 pick_up (op, tmp); 1147 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1148 continue;
1456 } 1149 }
1457 1150
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1151 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1152 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1153 if (tmp->type == SPELLBOOK)
1461 { 1154 {
1462 pick_up (op, tmp); 1155 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1156 continue;
1466 } 1157 }
1158
1467 if (op->contr->mode & PU_SKILLSCROLL) 1159 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1160 if (tmp->type == SKILLSCROLL)
1469 { 1161 {
1470 pick_up (op, tmp); 1162 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1163 continue;
1474 } 1164 }
1165
1475 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1477 { 1168 {
1478 pick_up (op, tmp); 1169 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1170 continue;
1482 } 1171 }
1483 1172
1484 /* wands/staves/rods/horns */ 1173 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1176 {
1488 pick_up (op, tmp); 1177 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1178 continue;
1492 } 1179 }
1493 1180
1494 /* pick up all magical items */ 1181 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1182 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1184 {
1498 pick_up (op, tmp); 1185 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1186 continue;
1502 } 1187 }
1503 1188
1504 if (op->contr->mode & PU_VALUABLES) 1189 if (op->contr->mode & PU_VALUABLES)
1505 { 1190 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1191 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1192 {
1508 pick_up (op, tmp); 1193 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1194 continue;
1512 } 1195 }
1513 } 1196 }
1514 1197
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1198 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1199 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1200 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1201 {
1519 pick_up (op, tmp); 1202 pick_up (op, tmp);
1203 continue;
1520 if (0) 1204 }
1521 fprintf (stderr, "JEWELS\n"); 1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1522 continue; 1211 continue;
1523 } 1212 }
1524 1213
1525 /* bows and arrows. Bows are good for selling! */ 1214 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1215 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1216 if (tmp->type == BOW)
1528 { 1217 {
1529 pick_up (op, tmp); 1218 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1219 continue;
1533 } 1220 }
1221
1534 if (op->contr->mode & PU_ARROW) 1222 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1223 if (tmp->type == ARROW)
1536 { 1224 {
1537 pick_up (op, tmp); 1225 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1226 continue;
1541 } 1227 }
1542 1228
1543 /* all kinds of armor etc. */ 1229 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1230 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1231 if (tmp->type == ARMOUR)
1546 { 1232 {
1547 pick_up (op, tmp); 1233 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1234 continue;
1551 } 1235 }
1236
1552 if (op->contr->mode & PU_HELMET) 1237 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1238 if (tmp->type == HELMET)
1554 { 1239 {
1555 pick_up (op, tmp); 1240 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1241 continue;
1559 } 1242 }
1243
1560 if (op->contr->mode & PU_SHIELD) 1244 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1245 if (tmp->type == SHIELD)
1562 { 1246 {
1563 pick_up (op, tmp); 1247 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1248 continue;
1567 } 1249 }
1250
1568 if (op->contr->mode & PU_BOOTS) 1251 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1252 if (tmp->type == BOOTS)
1570 { 1253 {
1571 pick_up (op, tmp); 1254 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1255 continue;
1575 } 1256 }
1257
1576 if (op->contr->mode & PU_GLOVES) 1258 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1259 if (tmp->type == GLOVES)
1578 { 1260 {
1579 pick_up (op, tmp); 1261 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1262 continue;
1583 } 1263 }
1264
1584 if (op->contr->mode & PU_CLOAK) 1265 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1266 if (tmp->type == CLOAK)
1586 { 1267 {
1587 pick_up (op, tmp); 1268 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1269 continue;
1591 } 1270 }
1592 1271
1593 /* hoping to catch throwing daggers here */ 1272 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1273 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1275 {
1597 pick_up (op, tmp); 1276 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1277 continue;
1601 } 1278 }
1602 1279
1603 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1282 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1284 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1287 {
1611 pick_up (op, tmp); 1288 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1289 continue;
1615 } 1290 }
1616 } 1291 }
1292
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1294 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1296 {
1621 pick_up (op, tmp); 1297 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1298 continue;
1625 } 1299 }
1626 } 1300 }
1627 } 1301 }
1628 1302
1629 /* misc stuff that's useful */ 1303 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1304 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1306 {
1633 pick_up (op, tmp); 1307 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1308 continue;
1637 } 1309 }
1638 1310
1639 /* any of the last 4 bits set means we use the ratio for value 1311 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1312 * pickups */
1653 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1654 { 1326 {
1655 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1656 } 1328 }
1657 else 1329 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1333#endif
1662 continue; 1334 continue;
1663 } 1335 }
1664 } 1336 }
1665 } /* the new pickup model */ 1337 } /* the new pickup model */
1666 } 1338 }
1339
1667 return !stop; 1340 return !stop;
1668} 1341}
1669 1342
1670/* 1343/*
1671 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1673 * found object is returned. 1346 * found object is returned.
1674 */ 1347 */
1675object * 1348object *
1676find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1677{ 1350{
1678 object *tmp = NULL; 1351 object *tmp = 0;
1679 1352
1680 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1684 return op; 1357 return op;
1358
1685 return tmp; 1359 return tmp;
1686} 1360}
1687 1361
1688/* 1362/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1367 */
1694
1695object * 1368object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1370{
1698 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1732 else 1405 else
1733 { 1406 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1408 {
1736 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1412 {
1740 tmp = arrow; 1413 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1415 }
1743 } 1416 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1418 {
1746 tmp = arrow; 1419 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1439 * op = the shooter
1767 * type = bow->race 1440 * type = bow->race
1768 * dir = fire direction 1441 * dir = fire direction
1769 */ 1442 */
1770
1771object * 1443object *
1772pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1773{ 1445{
1774 object *tmp = NULL; 1446 object *tmp = NULL;
1775 mapstruct *m; 1447 maptile *m;
1776 int i, mflags, found, number; 1448 int i, mflags, found, number;
1777 sint16 x, y; 1449 sint16 x, y;
1778 1450
1779 if (op->map == NULL) 1451 if (op->map == NULL)
1780 return find_arrow (op, type); 1452 return find_arrow (op, type);
1840 */ 1512 */
1841int 1513int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1515{
1844 object *left, *bow; 1516 object *left, *bow;
1845 tag_t left_tag, tag; 1517 int mflags;
1846 int bowspeed, mflags; 1518 maptile *m;
1847 mapstruct *m;
1848 1519
1849 if (!dir) 1520 if (!dir)
1850 { 1521 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1523 return 0;
1853 } 1524 }
1854 if (op->type == PLAYER) 1525
1855 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1856 else 1528 else
1857 { 1529 {
1858 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1537 if (!bow)
1866 { 1538 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1540 return 0;
1869 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1870 } 1550 }
1551
1871 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1872 { 1553 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1555 return 0;
1875 } 1556 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1557
1885 if (arrow == NULL) 1558 if (arrow == NULL)
1886 { 1559 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1561 {
1889 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1565 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1894 return 0; 1568 return 0;
1895 } 1569 }
1896 } 1570 }
1571
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1574 return 0;
1901 } 1575
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1577 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1579 return 0;
1906 } 1580 }
1907 1581
1908 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1583 if (arrow->nrof == 0)
1910 { 1584 {
1911 remove_ob (arrow); 1585 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1586 return 0;
1914 } 1587 }
1915 1588
1916 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1591 if (!arrow)
1920 { 1592 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1594 return 0;
1923 } 1595 }
1924 set_owner (arrow, op); 1596
1597 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1599 arrow->direction = dir;
1928 arrow->x = sx; 1600
1929 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1633
1931 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1932 { 1635 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1966 } 1643 }
1967 else 1644 else
1968 { 1645 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1646 arrow->level = op->level;
1972 } 1647 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1974 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1653 }
1976 arrow->slaying = bow->slaying;
1977 1654
1978 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1661
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1664
1986 if (!was_destroyed (arrow, tag)) 1665 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1666 move_arrow (arrow);
1988 1667
1989 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1990 { 1669 {
1991 if (was_destroyed (left, left_tag)) 1670 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1993 else 1672 else
1994 esrv_send_item (op, left); 1673 esrv_send_item (op, left);
1995 } 1674 }
1675
1996 return 1; 1676 return 1;
1997} 1677}
1998 1678
1999/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1680 * account the special fire modes players can have
2008{ 1688{
2009 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
2010 1690
2011 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
2012 { 1692 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1694 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1696 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1698 wcmod = -1;
1699
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1701 }
2021 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
2022 { 1703 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1709 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1713 }
2034 else 1714 else
2035 { 1715 {
2036 /* Simple case */ 1716 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1718 }
1719
2039 return ret; 1720 return ret;
2040} 1721}
2041
2042 1722
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2045 */ 1725 */
2046void 1726void
2047fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2048{ 1728{
2049 object *item; 1729 object *item = op->contr->ranged_ob;
2050 1730
2051 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2052 { 1732 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1734 return;
2055 } 1735 }
2056 1736
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1737 if (!item->inv)
2059 { 1738 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1740 return;
2062 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2063 if (item->type == WAND) 1746 if (item->type == WAND)
2064 { 1747 {
2065 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2066 { 1749 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2069 return; 1753 return;
2070 } 1754 }
2071 } 1755 }
2072 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2073 { 1757 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1759 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2077 if (item->type == ROD) 1762 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1764 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2081 return; 1767 return;
2082 } 1768 }
2083 } 1769 }
2084 1770
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1778 object *tmp;
2093 1779
2094 if (item->arch) 1780 if (item->arch)
2095 { 1781 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2098 item->speed = 0; 1784 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1785 }
1786
2101 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1789 }
2104 } 1790 }
2105 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1792 drain_rod_charge (item);
2108 }
2109 } 1793 }
2110} 1794}
2111 1795
2112/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2113 */ 1797 */
2114void 1798bool
2115fire (object *op, int dir) 1799fire (object *op, int dir)
2116{ 1800{
2117 int spellcost = 0; 1801 int spellcost = 0;
2118 1802
2119 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2121 make_visible (op); 1805 make_visible (op);
2122 1806
2123 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2124 { 1813 }
2125 case range_none:
2126 return;
2127 1814
2128 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2129 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2130 return; 1832 break;
2131 1833
2132 case range_magic: /* Casting spells */ 1834 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1836 break;
2135 1837
2136 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2137 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2138 return; 1848 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1849 }
2167}
2168 1850
2169 1851 return true;
1852}
2170 1853
2171/* find_key 1854/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1859 * pl is the player,
2177 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2180 */ 1863 */
2181
2182object * 1864object *
2183find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2184{ 1866{
2185 object *tmp, *key; 1867 object *tmp, *key;
2186 1868
2187 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1870 if (!container->inv)
2189 return NULL; 1871 return 0;
2190 1872
2191 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1875 {
2194 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1877 break;
2196 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2198 */ 1880 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1882 break;
2201 } 1883 }
1884
2202 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1888 * a key, return
2206 */ 1889 */
2207 if (!tmp) 1890 if (!tmp)
2208 { 1891 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1893 {
2211 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1896 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2215 return key; 1898 return key;
2216 } 1899 }
2217 } 1900 }
1901
2218 if (!tmp) 1902 if (!tmp)
2219 return NULL; 1903 return NULL;
2220 } 1904 }
1905
2221 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1907 * see if we actually want to use it
2223 */ 1908 */
2224 if (pl != container) 1909 if (pl != container)
2225 { 1910 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1933 return NULL;
2249 } 1934 }
2250 } 1935 }
1936
2251 return tmp; 1937 return tmp;
2252} 1938}
2253 1939
2254/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1943 * 0 otherwise
2258 */ 1944 */
2259static int 1945static int
2260player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2261{ 1947{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2266 */ 1951 */
2267 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2268 1953
2269 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2270 if (key) 1955 if (key)
2271 { 1956 {
2272 object *container = key->env; 1957 object *container = key->env;
2273 1958
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2276 make_visible (op); 1960 make_visible (op);
1961
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2279 if (door->type == DOOR) 1965 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2284 { 1968 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1971 }
1972
2288 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2291 if (container != op) 1976 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2293 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2294 } 1980 }
2295 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2296 { 1982 {
2297 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 1985 return 1;
2300 } 1986 }
1987
2301 return 0; 1988 return 0;
2302} 1989}
2303 1990
2304/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2309 */ 1996 */
2310 1997bool
2311void
2312move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2313{ 1999{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2000 int on_battleground;
2317 mapstruct *m;
2318 2001
2319 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2321 2004
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2323 2015
2324 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2023 * move_ob uses.
2332 */ 2024 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2026
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2030 * on the space
2355 */ 2031 */
2356 while (tmp != NULL) 2032 object *mon;
2357 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2034 {
2359 { 2035 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2361 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2038 && mon != op)
2366 break; 2039 break;
2367 } 2040 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2041
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2043 return false; /* into a wall */
2375 2044
2376 if (mon->head != NULL)
2377 mon = mon->head; 2045 mon = mon->head_ ();
2378 2046
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2381 return; 2052 return true;
2053 }
2382 2054
2383 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2060 * and thus will not push them.
2389 */ 2061 */
2390 2062
2391 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2394 */ 2066 */
2395 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2396#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2070 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2072 {
2405 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2074 if (op->contr->braced)
2407 return; 2075 return false;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2409 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2410 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2085 make_visible (op);
2086
2412 return; 2087 return true;
2413 } 2088 }
2089 else
2090 return false;
2091 }
2414 2092
2415 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2096 * attack them either.
2419 */ 2097 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2423 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2102 && !on_battleground))
2425 && mon->contr-> 2103 {
2426 peaceful)) && 2104 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2105 {
2106 --op->speed_left;
2107
2432 if (!op->contr->braced) 2108 if (!op->contr->braced)
2433 { 2109 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2436 } 2112 }
2437 else 2113 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2115
2441 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2117 make_visible (op);
2443 }
2444 2118
2119 return true;
2120 }
2121 }
2445 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2124 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2449 { 2128 {
2129 --op->speed_left;
2130
2450 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2452 make_visible (op); 2133 make_visible (op);
2453 }
2454 2134
2135 return true;
2136 }
2137 }
2455 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2143 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2146 {
2465 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2148 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2474 2150
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2479 2152
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2494 make_visible (op); 2154 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2155
2499int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2500move_player (object *op, int dir) 2164move_player (object *op, int dir)
2501{ 2165{
2502 int pick; 2166 int pick;
2503 2167
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2169 return 0;
2506 2170
2507 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2509 { 2173 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2175 return 0;
2512 } 2176 }
2513 2177
2514 /* peterm: added following line */ 2178 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2181
2518 op->facing = dir; 2182 op->facing = dir;
2519 2183
2520 if (op->hide) 2184 if (op->hide)
2521 do_hidden_move (op); 2185 do_hidden_move (op);
2522 2186
2187 bool retval;
2188
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2190 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2526 fire (op, dir); 2192 retval = fire (op, dir);
2527 else 2193 else
2528 { 2194 {
2529 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2196 pick = check_pick (op);
2531 } 2197 }
2532 2198
2533 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2200 * server can handle repeat firing.
2535 */ 2201 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2203 op->direction = dir;
2539 }
2540 else 2204 else
2541 {
2542 op->direction = 0; 2205 op->direction = 0;
2543 } 2206
2544 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2209 * for players.
2547 */ 2210 */
2548 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2549 return 0; 2212
2213 return retval;
2550} 2214}
2551 2215
2552/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2217 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2219 * the new speed values for commands.
2556 * 2220 *
2557 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2558 */ 2224 */
2559int 2225bool
2560handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2561{ 2227{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2229 {
2584 flee_player (op); 2230 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2231 {
2588 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2589 return 0; 2235 return true;
2590 } 2236 }
2591 } 2237 else
2592 2238 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2239 }
2604 2240
2605 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2243 * called, so we recheck it here.
2608 */ 2244 */
2609 HandleClient (&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2246 return true;
2612 2247
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2250
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2251 return false;
2629} 2252}
2630 2253
2631int 2254int
2632save_life (object *op) 2255save_life (object *op)
2633{ 2256{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2258 return 0;
2638 2259
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2262 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265
2644 if (op->contr) 2266 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2268
2647 free_object (tmp); 2269 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2649 if (op->stats.hp < 0) 2272 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2651 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2652 op->stats.food = 999; 2276 op->stats.food = 999;
2653 fix_player (op); 2277
2278 op->update_stats ();
2654 return 1; 2279 return 1;
2655 } 2280 }
2281
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2285 return 0;
2660} 2286}
2662/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2663 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2664 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2665 * from. 2291 * from.
2666 */ 2292 */
2667void 2293static void
2668remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2669{ 2295{
2670 object *next;
2671
2672 while (op) 2296 while (op)
2673 { 2297 {
2674 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2299
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2301 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2685 } 2306 }
2686 else if (op->inv) 2307 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2688 op = next; 2310 op = next;
2689 } 2311 }
2690} 2312}
2691 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2692 2320
2693/* 2321/*
2694 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2338 else
2711 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2342 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2345 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2349 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2721 { 2351 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2354 strcat (buf2, buf);
2725 } 2355 }
2356
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2729 return buf2; 2361 return buf2;
2730} 2362}
2731
2732
2733 2363
2734void 2364void
2735do_some_living (object *op) 2365do_some_living (object *op)
2736{ 2366{
2737 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2373 int rate_grace = 2000;
2744 const int max_hp = 1; 2374 const int max_hp = 1;
2745 const int max_sp = 1; 2375 const int max_sp = 1;
2746 const int max_grace = 1; 2376 const int max_grace = 1;
2747 2377
2748 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2754 2396
2755 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2756 { 2398 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2403 else
2763 { 2404 {
2764 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2407 }
2408
2767 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2411 else
2770 { 2412 {
2771 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2415 }
2416
2774 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2419 else
2777 { 2420 {
2778 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2423 }
2781 2424
2782 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp)
2787 {
2788 op->stats.sp++;
2789 /* dms do not consume food */
2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2797 }
2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2828 { 2428 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2831 if (max_grace > 1) 2432 if (max_grace > 1)
2832 { 2433 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2435 if (over_grace > 0)
2835 { 2436 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 } 2449 }
2849 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2850 } 2451 }
2851 2452
2453 if (op->stats.food > 0)
2454 {
2852 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2853 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp)
2856 { 2457 {
2857 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2858 /* dms do not consume food */ 2459
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2860 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2861 op->stats.food--; 2467 op->stats.food--;
2468
2862 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2866 } 2474 }
2867 } 2475
2868 if (max_hp > 1) 2476 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2477 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2874 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2496 }
2876 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2877 { 2505 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2879 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2880 } 2531 }
2881 else 2532 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2534 }
2885 } 2535 }
2886 2536
2887 /* Digestion */ 2537 /* Digestion */
2888 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2889 { 2539 {
2890#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2542
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2544
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2545 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2547 op->stats.food--;
2904 } 2548 }
2905 }
2906 2549
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2551 {
2909 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2910 2553
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2555 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2563 break;
2921 } 2564 }
2922 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2923 flesh = tmp; 2566 flesh = tmp;
2924 } /* End if paid for object */ 2567 } /* End if paid for object */
2925 } /* end of for loop */ 2568 } /* end of for loop */
2569
2926 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2571 * eat flesh instead.
2928 */ 2572 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2574 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2933 } 2581 {
2934 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2935 2585
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 op->stats.food++, op->stats.hp--;
2938
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2940 kill_player (op); 2587 kill_player (op);
2588 }
2941} 2589}
2942
2943
2944 2590
2945/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2594 * file.
2952{ 2598{
2953 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2954 int x, y; 2600 int x, y;
2955 2601
2956 //int i; 2602 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2603 maptile *map; /* this is for resurrection */
2958 2604
2959 /* int z; 2605 /* int z;
2960 int num_stats_lose; 2606 int num_stats_lose;
2961 int lost_a_stat; 2607 int lost_a_stat;
2962 int lose_this_stat; 2608 int lose_this_stat;
2966 object *tmp; 2612 object *tmp;
2967 2613
2968 if (save_life (op)) 2614 if (save_life (op))
2969 return; 2615 return;
2970 2616
2971
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2973 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2620 */
2976 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2625
2981 /* restore player */ 2626 /* restore player */
2982 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2629 {
2986 remove_ob (tmp); 2630 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2632 }
2990 2633
2991 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2636 {
2995 remove_ob (tmp); 2637 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2639 }
2999 2640
3000 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2644 op->stats.food = 999;
3004 2645
3005 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2648 {
3009 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2650 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2654 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2658 }
3020 2659
3021 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2662 op->contr->braced = 0;
3028 2667
3029 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
3030 2669
3031 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
3032 { 2671 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3042 } 2674 }
3043 else 2675 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
3053 } 2677
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3055 2679
3056 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3057 x = op->x; 2681 x = op->x;
3058 y = op->y; 2682 y = op->y;
3059 map = op->map; 2683 map = op->map;
3060 2684
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3067 */ 2688 */
3068 2689
3069 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2692 * of death.
3072 */ 2693 */
3073#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3075 { 2696 {
3076 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2699 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2702 little bit harder. */
3082 /* GD */ 2703 /* GD */
3083 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2705 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2706 else
3089 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3090 num_stats_lose = 1; 2710 num_stats_lose = 1;
3091 } 2711
3092 lost_a_stat = 0; 2712 lost_a_stat = 0;
3093 2713
3094 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3095 { 2715 {
3096 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3097 2717
3098 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3099 { 2738 {
3100 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3101 * what he lost. 2740 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2741 }
3110 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3111 { 2744 {
3112 /* deplete a stat */ 2745 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3114 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3115 2748 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2749 {
3119 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3121 } 2752
3122 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2759 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2760 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2762 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2763 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2764 else
3164 if (this_stat >= -50)
3165 { 2765 {
3166 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2771 }
3172 } 2772 }
3173 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3174 } 2792 }
2793 }
2794 }
3175 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2796 if (!lost_a_stat)
3177 { 2797 {
3178 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3181 2801
3182 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2804 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2806 }
2807#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2809#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2810
3190 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2812 * exp loss on the stone.
3192 */ 2813 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2816 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3198 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); 2819 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);
3199 tmp->msg = buf; 2820 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2823
3203 /**************************************/ 2824 /**************************************/
3204 /* */ 2825 /* */
3205 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3208 /* */ 2829 /* */
3209
3210 /**************************************/ 2830 /**************************************/
3211 2831
3212 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2833 /* restore player */
3214 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
2836
3216 if (tmp) 2837 if (tmp)
3217 { 2838 {
3218 remove_ob (tmp); 2839 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2841 }
3222 2842
3223 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2845 if (tmp)
3226 { 2846 {
3227 remove_ob (tmp); 2847 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2849 }
2850
3231 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3232 2852
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3236 op->stats.food = 900; 2856 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2860
3241 /* 2861 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3244 * in the map. 2864 */
3245 */ 2865 op->drop_unpaid_items ();
3246 2866
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2867 /****************************************/
3251 /* */ 2868 /* */
3252 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3254 /* */ 2871 /* */
3255
3256 /****************************************/ 2872 /****************************************/
3257 2873
3258 enter_player_savebed (op); 2874 enter_player_savebed (op);
3259 2875
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2876 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2877
3266 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2881 * on the space that might harm the player.
3270 */ 2882 */
3271 will_kill_again = 0; 2883 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3276 } 2887
3277 if (will_kill_again) 2888 if (will_kill_again)
3278 { 2889 {
3279 object *force; 2890 object *force;
3280 int at; 2891 int at;
3281 2892
3282 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2895 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2900 force->resist[at] = 100;
3291 } 2901
3292 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3293 fix_player (op); 2903 op->update_stats ();
3294 2904
3295 } 2905 }
3296 2906
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2908}
3366
3367 2909
3368void 2910void
3369loot_object (object *op) 2911loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3372 2914
3373 if (op->container) 2915 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2916
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3379 { 2918 {
3380 next = tmp->below; 2919 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3382 continue; 2922 continue;
3383 remove_ob (tmp); 2923
2924 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3385 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2929
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2931 {
3391 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3392 { 2933 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2935 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2936 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2937 }
3397 else 2938 else
3398 free_object (tmp); 2939 tmp->destroy ();
3399 } 2940 }
3400 else 2941 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2943 }
3403} 2944}
3405/* 2946/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2949 * was changed.
3409 */ 2950 */
3410
3411void 2951void
3412fix_weight (void) 2952fix_weight (void)
3413{ 2953{
3414 player *pl; 2954 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2955 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2957
3420 if (old == sum) 2958 if (old == sum)
3421 continue; 2959 continue;
3422 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2962 }
3425} 2963}
3426 2964
3427void 2965void
3428fix_luck (void) 2966fix_luck (void)
3429{ 2967{
3430 player *pl; 2968 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3435} 2971}
3436
3437 2972
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3441 */ 2976 */
3442
3443void 2977void
3444cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3445{ 2979{
3446 object *skop, *spob; 2980 object *skop, *spob;
3447 2981
3468 if (op->type == PLAYER) 3002 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3004
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3005 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3006
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3007 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3008}
3477 3009
3478void 3010void
3479make_visible (object *op) 3011make_visible (object *op)
3480{ 3012{
3481 op->hide = 0; 3013 op->hide = 0;
3482 op->invisible = 0; 3014 op->invisible = 0;
3015
3483 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3484 { 3017 {
3485 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3487 } 3020 }
3021
3488 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3489} 3023}
3490 3024
3491int 3025int
3492is_true_undead (object *op) 3026is_true_undead (object *op)
3493{ 3027{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3029 return 1;
3498 3030
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3031 return 0;
3505} 3032}
3506 3033
3507/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3509 * indicate greater hideability. 3036 * indicate greater hideability.
3510 */ 3037 */
3511
3512int 3038int
3513hideability (object *ob) 3039hideability (object *ob)
3514{ 3040{
3515 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3516 sint16 x, y; 3042 sint16 x, y;
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3080 */
3555
3556void 3081void
3557do_hidden_move (object *op) 3082do_hidden_move (object *op)
3558{ 3083{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3085 object *skop;
3564 3089
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3091
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3571 { 3095 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3097 make_visible (op);
3574 return; 3098 return;
3575 } 3099 }
3576 else 3100 else
3577 num += 20; 3101 num += 20;
3578 } 3102
3579 num += op->map->difficulty; 3103 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3105 num -= hide;
3106
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3108 {
3584 make_visible (op); 3109 make_visible (op);
3585 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3112 }
3588 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3115}
3593 3116
3594/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3595 3118
3596int 3119int
3597stand_near_hostile (object *who) 3120stand_near_hostile (object *who)
3598{ 3121{
3599 object *tmp = NULL; 3122 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3124 maptile *m;
3602 sint16 x, y; 3125 sint16 x, y;
3603 3126
3604 if (!who) 3127 if (!who)
3605 return 0; 3128 return 0;
3606 3129
3623 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3624 continue; 3147 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3149 continue;
3627 3150
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3152 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3154 return 1;
3632 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3633 { 3156 {
3644 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3645 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3646 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3647 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3648 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3649 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3650 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3651 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3652 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3653 * -b.t. 3176 * -b.t.
3654 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3655 */ 3178 */
3656
3657int 3179int
3658player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3659{ 3181{
3660 rv_vector rv; 3182 rv_vector rv;
3661 int dx, dy; 3183 int dx, dy;
3663 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3664 { 3186 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3188 return -1;
3667 } 3189 }
3190
3668 if (!pl || !op) 3191 if (!pl || !op)
3669 return 0; 3192 return 0;
3670 3193
3671 if (op->head)
3672 {
3673 op = op->head; 3194 op = op->head_ ();
3674 } 3195
3675 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3676 3197
3677 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3199 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3680 * a blocked los square. 3201 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3682 */ 3203 */
3683 while (op) 3204 while (op)
3684 { 3205 {
3685 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3687 3208
3688 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3211 * for any meaningful values.
3691 */ 3212 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3216 return 1;
3217
3696 op = op->more; 3218 op = op->more;
3697 } 3219 }
3220
3698 return 0; 3221 return 0;
3699} 3222}
3700 3223
3701/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3702 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3705 * return 0. 3228 * return 0.
3706 */ 3229 */
3707int 3230int
3708action_makes_visible (object *op) 3231action_makes_visible (object *op)
3709{ 3232{
3710
3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 { 3234 {
3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3714 return 0; 3236 return 0;
3715 3237
3721 { 3243 {
3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3723 return 1; 3245 return 1;
3724 } 3246 }
3725 } 3247 }
3248
3726 return 0; 3249 return 0;
3727} 3250}
3728 3251
3729/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3730 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3735 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3736 */ 3259 */
3737int 3260int
3738op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3739{ 3262{
3740 object *tmp;
3741
3742 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3746 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3747 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3749 { 3270 {
3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 { 3272 {
3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3754 { 3277 {
3755 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 { 3280 {
3758 object *invtmp;
3759
3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3761 { 3282 {
3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3763 { 3284 {
3764 if (x != NULL && y != NULL) 3285 if (x && y)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3766 return 1; 3288 return 1;
3767 } 3289 }
3768 } 3290 }
3769 } 3291 }
3292
3770 if (x != NULL && y != NULL) 3293 if (x && y)
3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3772 return 1; 3296 return 1;
3773 } 3297 }
3774 } 3298 }
3775 } 3299 }
3300
3776 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3777 return 0; 3302 return 0;
3778} 3303}
3779 3304
3780/* 3305/*
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3322 int i = 0, j = 0;
3798 3323
3799 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3802 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3804 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3806 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3808 3333
3809 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3810 return; 3335 return;
3811 3336
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3338
3814 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3815 { 3340 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3342 return;
3818 } 3343 }
3819 3344
3820 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3346 item = tr->item;
3822 3347
3823 if (item->type == SPELL) 3348 if (item->type == SPELL)
3824 { 3349 {
3825 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3826 return; 3351 return;
3885 { 3410 {
3886 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3412 object *skin;
3888 3413
3889 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3891 if (skin == NULL) 3418 if (!skin)
3892 return; 3419 return;
3893 3420
3894 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3423 {
3941 * not readied. 3468 * not readied.
3942 */ 3469 */
3943void 3470void
3944player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3945{ 3472{
3946 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3947 3475
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3949 { 3477 pl->combat_ob = 0;
3478
3950 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3951 { 3480 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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