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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.188 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
334}
335
336player::player ()
337{
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373}
374
375player::~player ()
376{
377 /* Clear item stack */
378 free (stack_items);
379}
380
307/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
309 * mode. 383 * mode.
310 */ 384 */
311 385player *
312int 386player::create ()
313add_player (client *ns)
314{ 387{
315 player *p = new player; 388 player *pl = new player;
316 389
317 p->ns = ns; 390 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 391
320 p->next = first_player; 392 pl->ob->roll_stats ();
321 first_player = p; 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
322 395
323 p = get_player (p);
324
325 set_first_map (p->ob); 396 set_first_map (pl->ob);
326 397
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 398 return pl;
336} 399}
337 400
338/* 401/*
339 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
342 */ 405 */
343archetype * 406archetype *
344get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
345{ 408{
346 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
347 416
348 for (;;) 417 for (;;)
349 { 418 {
350 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
351 at = first_archetype; 420 i = archetypes.begin ();
352 else 421 else if (*i == at)
353 at = at->next; 422 cleanup ("not a single player archetype found");
354 423
355 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
356 return at; 425 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 426 }
364} 427}
365 428
366object * 429object *
367get_nearest_player (object *mon) 430get_nearest_player (object *mon)
368{ 431{
369 object *op = NULL; 432 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 433 objectlink *ol;
372 unsigned lastdist; 434 unsigned lastdist;
373 rv_vector rv; 435 rv_vector rv;
374 436
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 438 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 440 continue;
405 441
406 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
407 { 443 {
408 op = ol->ob; 444 op = ol->ob;
409 lastdist = rv.distance; 445 lastdist = rv.distance;
410 } 446 }
411 } 447 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 448
413 { 449 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
418 { 452 {
419 op = pl->ob; 453 op = pl->ob;
420 lastdist = rv.distance; 454 lastdist = rv.distance;
421 } 455 }
422 } 456
423 }
424#if 0 457#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 459#endif
427 return op; 460 return op;
428} 461}
446 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 481 * is probably not a good thing.
449 */ 482 */
450#define MAX_SPACES 50 483#define MAX_SPACES 50
451
452 484
453/* 485/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 519 x = mon->x;
488 y = mon->y; 520 y = mon->y;
489 m = mon->map; 521 m = mon->map;
490 dir = rv.direction; 522 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
493 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 527 if (diff > max)
495 return 0; 528 return 0;
529
496 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
497 { 531 {
498 lastx = x; 532 lastx = x;
499 lasty = y; 533 lasty = y;
500 lastmap = m; 534 lastmap = m;
582 max--; 616 max--;
583 lastdir = dir; 617 lastdir = dir;
584 if (!firstdir) 618 if (!firstdir)
585 firstdir = dir; 619 firstdir = dir;
586 } 620 }
621
587 if (diff <= 1) 622 if (diff <= 1)
588 { 623 {
589 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 625 * headed toward player for entire distance.
591 */ 626 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 629 }
630
595 if (diff > max) 631 if (diff > max)
596 return 0; 632 return 0;
597 } 633 }
634
598 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
599 if (!max) 636 if (!max)
600 return 0; 637 return 0;
601 638
602 return firstdir; 639 return firstdir;
603} 640}
604 641
605void 642void
606give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
607{ 644{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 645 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 647
613 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
614 { 649 {
615 next = op->below; 650 next = op->below;
616 651
617 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
623 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 659 * by this player due to race restrictions
625 */ 660 */
626 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
627 { 662 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
629 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 { 670 {
634 op->destroy (); 671 op->destroy ();
635 continue; 672 continue;
636 } 673 }
637 } 674 }
660 if (op->nrof > 1) 697 if (op->nrof > 1)
661 op->nrof = 1; 698 op->nrof = 1;
662 } 699 }
663 700
664 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 703
669 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
671 * merged properly. 706 * merged properly.
672 */ 707 */
673 if (need_identify (op)) 708 if (need_identify (op))
674 { 709 {
675 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 713 }
714
679 if (op->type == SPELL) 715 if (op->type == SPELL)
680 { 716 {
681 op->destroy (); 717 op->destroy ();
682 continue; 718 continue;
683 } 719 }
685 { 721 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 723 op->stats.exp = 0;
688 op->level = 1; 724 op->level = 1;
689 } 725 }
690 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
694 729
695 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
696 link_player_skills (pl); 731 link_player_skills (pl);
697} 732}
698 733
699void 734void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
785{ 736{
786 if (party == NULL) 737 if (party == NULL)
787 { 738 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 740 return;
790 } 741 }
742
791 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 747}
796 748
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 750static int
800roll_stat (void) 751roll_stat (void)
801{ 752{
802 int a[4], i, j, k; 753 int a[4], i, j, k;
803 754
804 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
806 757
807 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 759 if (a[i] < k)
809 k = a[i], j = i; 760 k = a[i], j = i;
810 761
811 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 763 if (i != j)
814 k += a[i]; 764 k += a[i];
815 } 765
816 return k; 766 return k;
817} 767}
818 768
819void 769void
820roll_stats (object *op) 770object::roll_stats ()
821{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
822 int sum = 0; 776 int sum = 0;
823 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
825 779
826 do 780 if (sum >= 82 && sum <= 116)
781 break;
827 { 782 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 783
839 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 786
848 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
849 do 788 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 789
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 790 stats.exp = 0;
884 op->stats.ac = 0; 791 stats.ac = 0;
885 792
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
894 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
895} 805}
896 806
897void 807void
898Roll_Again (object *op) 808object::swap_stats (int a, int b)
899{ 809{
900 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 811
905void 812 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835}
836
837static void
838start_info (object *op)
907{ 839{
908 signed char tmp;
909 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
910 841
911 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 844}
1026 845
1027/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1031 * not the class. 850 * not the class.
1032 */ 851 */
1033 852void
1034int 853player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 854{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 857
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 859 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
1055 861
1056 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1058 864
1059 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1060 866
1061 if (op->msg) 867 if (ob->msg)
1062 op->msg = NULL; 868 ob->msg = 0;
1063 869
1064 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
1065 * to save here. 871 * to save here.
1066 */ 872 */
873 {
874 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1069 878
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 879 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 882 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1078 fix_player (op); 884 ob->update_stats ();
1079 885
1080 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1081 * is one for this race 887 * is one for this race
1082 */ 888 */
1083 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1084 { 890 {
1085 object *tmp; 891 object *tmp;
1086 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1087 893
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1089 tmp = object::create (); 895 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1095 * default initial map */ 901 * default initial map */
1096 tmp->destroy (); 902 tmp->destroy ();
1097 } 903 }
1098 else 904 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
1100 907
1101 return 0; 908void
1102 } 909player::chargen_race_next ()
1103 910{
1104 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1106 */ 913 */
1107 914
1108 tmp_loop = 0; 915 do
1109 while (!tmp_loop)
1110 { 916 {
1111 shstr name = op->name; 917 shstr name = ob->name;
1112 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1113 919
1114 remove_statbonus (op); 920 ob->remove_statbonus ();
1115 op->remove (); 921 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
1118 op->instantiate (); 924 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1121 op->x = x; 927 ob->x = x;
1122 op->y = y; 928 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 932 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 933 }
934 while (!allowed_class (ob));
1129 935
1130 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 938 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 941 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 942}
1192 943
1193void 944void
1194flee_player (object *op) 945flee_player (object *op)
1195{ 946{
1242 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 995 op->enemy = NULL;
1245} 996}
1246 997
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1000 * stop.
1251 */ 1001 */
1252int 1002int
1253check_pick (object *op) 1003check_pick (object *op)
1254{ 1004{
1255 object *tmp, *next; 1005 object *tmp, *next;
1256 int stop = 0; 1006 int stop = 0;
1257 int j, k, wvratio; 1007 int wvratio;
1258 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1259 1009
1260 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1262 return 1; 1012 return 1;
1263 1013
1264 next = op->below; 1014 next = op->below;
1265 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1266 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 1020 * destroyed */
1268 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1269 { 1022 {
1270 tmp = next; 1023 tmp = next;
1271 next = tmp->below; 1024 next = tmp->below;
1272 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1273 if (op->destroyed ()) 1032 if (op->destroyed ())
1274 return 0; 1033 return 0;
1275 1034
1276 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1277 continue; 1036 continue;
1278 1037
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 1039 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1283 continue; 1042 continue;
1284 } 1043 }
1285 1044
1286 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1287 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1289 switch (op->contr->mode) 1048 switch (op->contr->mode)
1290 { 1049 {
1291 case 0: 1050 case 0:
1292 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1293 case 1: 1052 case 1:
1294 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1295 return 1; 1054 return 1;
1296 case 2: 1055 case 2:
1297 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1298 return 0; 1057 return 0;
1299 case 3: 1058 case 3:
1300 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1301 case 4: 1060 case 4:
1302 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1303 break; 1062 break;
1304 case 5: 1063 case 5:
1305 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1306 stop = 1; 1065 stop = 1;
1307 break; 1066 break;
1308 case 6: 1067 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1310 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1311 break; 1071 break;
1312 1072
1313 case 7: 1073 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1316 break; 1076 break;
1317 1077
1318 default: 1078 default:
1319 /* use value density */ 1079 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1323 } 1083 }
1324 } 1084 }
1325 else 1085 else
1326 { /* old model */ 1086 { /* old model */
1327 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1331 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1094 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1099 }
1100
1368 /* philosophy: 1101 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1102 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1103 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1105 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1106 * example.
1374 * The drawback: right now it has no frontend, so you need to 1107 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1108 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1409 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1410 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1411 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1412 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1413 { 1146 {
1414 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1415 continue; 1148 continue;
1416 } 1149 }
1417 1150
1418 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420 { 1153 {
1421 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1422 continue; 1155 continue;
1423 } 1156 }
1424 1157
1425 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1426 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1427 { 1160 {
1428 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1429 continue; 1162 continue;
1430 } 1163 }
1431 1164
1432 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1435 { 1168 {
1436 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1437 continue; 1170 continue;
1438 } 1171 }
1439 1172
1440 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1442 { 1175 {
1443 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1444 continue; 1177 continue;
1445 } 1178 }
1446 1179
1447 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1182 {
1450 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1451 continue; 1184 continue;
1452 } 1185 }
1453 1186
1454 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 { 1190 {
1458 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1459 continue; 1192 continue;
1460 } 1193 }
1461 1194
1462 /* pick up all magical items */ 1195 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465 { 1198 {
1466 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1467 continue; 1200 continue;
1468 } 1201 }
1469 1202
1470 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1471 { 1204 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1473 { 1206 {
1474 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1475 continue; 1208 continue;
1476 } 1209 }
1477 } 1210 }
1478 1211
1479 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1482 { 1215 {
1483 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1484 continue; 1217 continue;
1485 } 1218 }
1486 1219
1487 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1490 { 1223 {
1491 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1492 continue; 1225 continue;
1493 } 1226 }
1494 1227
1495 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1498 { 1231 {
1499 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1500 continue; 1233 continue;
1501 } 1234 }
1502 1235
1503 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1505 { 1238 {
1506 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1507 continue; 1240 continue;
1508 } 1241 }
1509 1242
1510 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1513 { 1246 {
1514 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1515 continue; 1248 continue;
1516 } 1249 }
1517 1250
1518 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1520 { 1253 {
1521 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1522 continue; 1255 continue;
1523 } 1256 }
1524 1257
1525 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1527 { 1260 {
1528 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1529 continue; 1262 continue;
1530 } 1263 }
1531 1264
1532 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1534 { 1267 {
1535 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1536 continue; 1269 continue;
1537 } 1270 }
1538 1271
1539 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1541 { 1274 {
1542 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1543 continue; 1276 continue;
1544 } 1277 }
1545 1278
1546 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1548 { 1281 {
1549 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1550 continue; 1283 continue;
1551 } 1284 }
1552 1285
1553 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 { 1289 {
1557 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1558 continue; 1291 continue;
1559 } 1292 }
1560 1293
1561 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1296 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1298 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1301 {
1569 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1570 continue; 1303 continue;
1571 } 1304 }
1572 } 1305 }
1573 1306
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1308 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1577 { 1310 {
1578 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1579 continue; 1312 continue;
1580 } 1313 }
1581 } 1314 }
1582 } 1315 }
1583 1316
1584 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 { 1320 {
1588 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1589 continue; 1322 continue;
1590 } 1323 }
1591 1324
1592 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */ 1326 * pickups */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 { 1335 {
1603 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1604#if 0 1337#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1607 { 1340 {
1608 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1609 } 1342 }
1610 else 1343 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1347#endif
1615 continue; 1348 continue;
1616 } 1349 }
1627 * found object is returned. 1360 * found object is returned.
1628 */ 1361 */
1629object * 1362object *
1630find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1631{ 1364{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1638 return op; 1374 return arrow;
1375 }
1376
1639 return tmp; 1377 return 0;
1640} 1378}
1641 1379
1642/* 1380/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1385 */
1648
1649object * 1386object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1388{
1652 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1686 else 1423 else
1687 { 1424 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1426 {
1690 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1430 {
1694 tmp = arrow; 1431 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1433 }
1697 } 1434 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1436 {
1700 tmp = arrow; 1437 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1457 * op = the shooter
1721 * type = bow->race 1458 * type = bow->race
1722 * dir = fire direction 1459 * dir = fire direction
1723 */ 1460 */
1724
1725object * 1461object *
1726pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1727{ 1463{
1728 object *tmp = NULL; 1464 object *tmp = NULL;
1729 maptile *m; 1465 maptile *m;
1794 */ 1530 */
1795int 1531int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1533{
1798 object *left, *bow; 1534 object *left, *bow;
1799 int bowspeed, mflags; 1535 int mflags;
1800 maptile *m; 1536 maptile *m;
1801 1537
1802 if (!dir) 1538 if (!dir)
1803 { 1539 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1541 return 0;
1806 } 1542 }
1807 1543
1808 if (op->type == PLAYER) 1544 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1810 else 1546 else
1811 { 1547 {
1812 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1555 if (!bow)
1820 { 1556 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1558 return 0;
1823 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1824 } 1568 }
1825 1569
1826 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1827 { 1571 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1573 return 0;
1830 } 1574 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1575
1841 if (arrow == NULL) 1576 if (arrow == NULL)
1842 { 1577 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1579 {
1845 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1583 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1850 return 0; 1586 return 0;
1851 } 1587 }
1852 } 1588 }
1853 1589
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 arrow->destroy (); 1603 arrow->destroy ();
1868 return 0; 1604 return 0;
1869 } 1605 }
1870 1606
1871 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1873 if (!arrow) 1609 if (!arrow)
1874 { 1610 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1612 return 0;
1877 } 1613 }
1878 1614
1879 arrow->set_owner (op); 1615 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1617 arrow->direction = dir;
1883 arrow->x = sx; 1618
1884 arrow->y = sy; 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1651
1886 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1887 { 1653 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1921 } 1661 }
1922 else 1662 else
1923 { 1663 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1664 arrow->level = op->level;
1926 } 1665 arrow->stats.wc -= bow->magic;
1927 1666
1928 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1929 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1930 1672
1931 if (bow->slaying) 1673 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1675
1934 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1679
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1940 1682
1941 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1684 move_arrow (arrow);
1943
1944 if (op->type == PLAYER)
1945 {
1946 if (left->destroyed ())
1947 esrv_del_item (op->contr, left->count);
1948 else
1949 esrv_send_item (op, left);
1950 }
1951 1685
1952 return 1; 1686 return 1;
1953} 1687}
1954 1688
1955/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1964{ 1698{
1965 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1966 1700
1967 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1968 { 1702 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1704 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1706 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1708 wcmod = -1;
1709
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1711 }
1977 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1978 { 1713 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1719 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1723 }
1990 else 1724 else
1991 { 1725 {
1992 /* Simple case */ 1726 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1728 }
1729
1995 return ret; 1730 return ret;
1996} 1731}
1997
1998 1732
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
2001 */ 1735 */
2002void 1736void
2003fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
2004{ 1738{
2005 object *item; 1739 object *item = op->contr->ranged_ob;
2006 1740
2007 if (!op->contr->ranges[range_misc]) 1741 if (!item)
2008 { 1742 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1744 return;
2011 } 1745 }
2012 1746
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1747 if (!item->inv)
2015 { 1748 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1750 return;
2018 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2019 if (item->type == WAND) 1756 if (item->type == WAND)
2020 { 1757 {
2021 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2022 { 1759 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
2025 return; 1763 return;
2026 } 1764 }
2027 } 1765 }
2028 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2029 { 1767 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1769 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2033 if (item->type == ROD) 1772 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1774 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
2037 return; 1777 return;
2038 } 1778 }
2039 } 1779 }
2040 1780
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1788 object *tmp;
2049 1789
2050 if (item->arch) 1790 if (item->arch)
2051 { 1791 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2054 item->speed = 0; 1794 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1795 }
1796
2057 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1799 }
2060 } 1800 }
2061 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1802 drain_rod_charge (item);
2064 }
2065 } 1803 }
2066} 1804}
2067 1805
2068/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2069 */ 1807 */
2070void 1808bool
2071fire (object *op, int dir) 1809fire (object *op, int dir)
2072{ 1810{
2073 int spellcost = 0; 1811 int spellcost = 0;
2074 1812
2075 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2077 make_visible (op); 1815 make_visible (op);
2078 1816
2079 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
2080 { 1823 }
2081 case range_none:
2082 return;
2083 1824
2084 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
2085 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2086 return; 1842 break;
2087 1843
2088 case range_magic: /* Casting spells */ 1844 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1846 break;
2091 1847
2092 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
2093 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
2094 return; 1858 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1859 }
2122}
2123 1860
2124 1861 return true;
1862}
2125 1863
2126/* find_key 1864/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1869 * pl is the player,
2132 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2135 */ 1873 */
2136
2137object * 1874object *
2138find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2139{ 1876{
2140 object *tmp, *key; 1877 object *tmp, *key;
2141 1878
2142 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1880 if (!container->inv)
2144 return NULL; 1881 return 0;
2145 1882
2146 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1885 {
2149 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1887 break;
2151 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2153 */ 1890 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1892 break;
2156 } 1893 }
1894
2157 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1898 * a key, return
2161 */ 1899 */
2162 if (!tmp) 1900 if (!tmp)
2163 { 1901 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1903 {
2166 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1906 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2170 return key; 1908 return key;
2171 } 1909 }
2172 } 1910 }
1911
2173 if (!tmp) 1912 if (!tmp)
2174 return NULL; 1913 return NULL;
2175 } 1914 }
1915
2176 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1917 * see if we actually want to use it
2178 */ 1918 */
2179 if (pl != container) 1919 if (pl != container)
2180 { 1920 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1943 return NULL;
2204 } 1944 }
2205 } 1945 }
1946
2206 return tmp; 1947 return tmp;
2207} 1948}
2208 1949
2209/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1953 * 0 otherwise
2213 */ 1954 */
2214static int 1955static int
2215player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2216{ 1957{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2220 */ 1961 */
2221 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2222 1963
2223 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2224 if (key) 1965 if (key)
2225 { 1966 {
2226 object *container = key->env; 1967 object *container = key->env;
2227 1968
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2230 make_visible (op); 1970 make_visible (op);
1971
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2233 if (door->type == DOOR) 1975 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2238 { 1978 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1981 }
1982
2242 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2245 if (container != op) 1986 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2247 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2248 } 1990 }
2249 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2250 { 1992 {
2251 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1995 return 1;
2254 } 1996 }
1997
2255 return 0; 1998 return 0;
2256} 1999}
2257 2000
2258/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2263 */ 2006 */
2264void 2007bool
2265move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2266{ 2009{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2010 int on_battleground;
2270 maptile *m;
2271 2011
2272 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2274 2014
2275 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2276 2025
2277 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2033 * move_ob uses.
2285 */ 2034 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2035 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2036
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2040 * on the space
2308 */ 2041 */
2309 while (tmp) 2042 object *mon;
2310 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2044 {
2312 { 2045 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2314 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2048 && mon != op)
2320 break; 2049 break;
2321 } 2050 }
2322 2051
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2053 return false; /* into a wall */
2331 2054
2332 if (mon->head)
2333 mon = mon->head; 2055 mon = mon->head_ ();
2334 2056
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2337 return; 2062 return true;
2063 }
2338 2064
2339 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2070 * and thus will not push them.
2345 */ 2071 */
2346 2072
2347 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2350 */ 2076 */
2351 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2080 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2082 {
2361 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2084 if (op->contr->braced)
2363 return; 2085 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2366 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2095 make_visible (op);
2096
2368 return; 2097 return true;
2369 } 2098 }
2099 else
2100 return false;
2101 }
2370 2102
2371 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2106 * attack them either.
2375 */ 2107 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2110 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2387 { 2115 {
2116 --op->speed_left;
2117
2388 if (!op->contr->braced) 2118 if (!op->contr->braced)
2389 { 2119 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2392 } 2122 }
2393 else 2123 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2395 2125
2396 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2127 make_visible (op);
2398 }
2399 2128
2129 return true;
2130 }
2131 }
2400 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2134 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2404 { 2138 {
2139 --op->speed_left;
2140
2405 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2407 make_visible (op); 2143 make_visible (op);
2408 }
2409 2144
2145 return true;
2146 }
2147 }
2410 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2153 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2156 {
2420 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2158 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2160
2433 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2162
2449 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2450 make_visible (op); 2164 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2165
2455int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2456move_player (object *op, int dir) 2174move_player (object *op, int dir)
2457{ 2175{
2458 int pick; 2176 int pick;
2459 2177
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2179 return 0;
2462 2180
2463 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2465 { 2183 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2185 return 0;
2468 } 2186 }
2469 2187
2470 /* peterm: added following line */ 2188 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2191
2474 op->facing = dir; 2192 op->facing = dir;
2475 2193
2476 if (op->hide) 2194 if (op->hide)
2477 do_hidden_move (op); 2195 do_hidden_move (op);
2478 2196
2197 bool retval;
2198
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2200 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2482 fire (op, dir); 2202 retval = fire (op, dir);
2483 else 2203 else
2484 { 2204 {
2485 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2206 pick = check_pick (op);
2487 } 2207 }
2488 2208
2489 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2210 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2219 * for players.
2500 */ 2220 */
2501 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2502 return 0; 2222
2223 return retval;
2503} 2224}
2504 2225
2505/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2227 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2229 * the new speed values for commands.
2509 * 2230 *
2510 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2511 */ 2234 */
2512int 2235bool
2513handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2514{ 2237{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2239 {
2537 flee_player (op); 2240 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2241 {
2541 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2542 return 0; 2245 return true;
2543 } 2246 }
2247 else
2248 return false;
2544 } 2249 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2250
2554 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2253 * called, so we recheck it here.
2557 */ 2254 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2255 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2256 return true;
2564 2257
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2260
2581 return 0; 2261 return false;
2582} 2262}
2583 2263
2584int 2264int
2585save_life (object *op) 2265save_life (object *op)
2586{ 2266{
2588 return 0; 2268 return 0;
2589 2269
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2272 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598 2275
2599 tmp->destroy (); 2276 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE); 2277 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 2278
2602 if (op->stats.hp < 0) 2279 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp; 2280 op->stats.hp = op->stats.maxhp;
2604 2281
2605 if (op->stats.food < 0) 2282 if (op->stats.food < 0)
2606 op->stats.food = 999; 2283 op->stats.food = 999;
2607 2284
2608 fix_player (op); 2285 op->update_stats ();
2609 return 1; 2286 return 1;
2610 } 2287 }
2611 2288
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2289 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2290 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2295/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This 2296 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search 2297 * function will descend into containers. op is the object to start the search
2621 * from. 2298 * from.
2622 */ 2299 */
2623void 2300static void
2624remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2625{ 2302{
2626 object *next;
2627
2628 while (op) 2303 while (op)
2629 { 2304 {
2630 next = op->below; /* Make sure we have a good value, in case 2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2306
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2307 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2308 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2309 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2311
2312 op->insert_at (env);
2641 } 2313 }
2642 else if (op->inv) 2314 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2644 2316
2645 op = next; 2317 op = next;
2646 } 2318 }
2647} 2319}
2648 2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2326}
2649 2327
2650/* 2328/*
2651 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2331 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2366 strcat (buf2, buf);
2689 2367
2690 return buf2; 2368 return buf2;
2691} 2369}
2692
2693
2694 2370
2695void 2371void
2696do_some_living (object *op) 2372do_some_living (object *op)
2697{ 2373{
2698 int last_food = op->stats.food; 2374 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2380 int rate_grace = 2000;
2705 const int max_hp = 1; 2381 const int max_hp = 1;
2706 const int max_sp = 1; 2382 const int max_sp = 1;
2707 const int max_grace = 1; 2383 const int max_grace = 1;
2708 2384
2709 if (op->contr->outputs_sync) 2385 if (op->contr->hidden)
2386 {
2387 op->invisible = 1000;
2388 /* the socket code flashes the player visible/invisible
2389 * depending on the value of invisible, so we need to
2390 * alternate it here for it to work correctly.
2391 */
2392 if (pticks & 2)
2393 op->invisible--;
2710 { 2394 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2395 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2396 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2397 if (!op->invisible--)
2398 {
2399 make_visible (op);
2400 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2401 }
2714 } 2402 }
2715 2403
2716 if (op->contr->ns->state == ST_PLAYING) 2404 if (op->contr->ns->state == ST_PLAYING)
2717 { 2405 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2406 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2407 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2408 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2409 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2410 else
2724 { 2411 {
2725 gen_hp = op->stats.maxhp; 2412 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2413 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2414 }
2415
2728 if (op->contr->gen_sp >= 0) 2416 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2417 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2418 else
2731 { 2419 {
2732 gen_sp = op->stats.maxsp; 2420 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2421 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2422 }
2423
2735 if (op->contr->gen_grace >= 0) 2424 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2426 else
2738 { 2427 {
2739 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2430 }
2742 2431
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2789 { 2435 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2436 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2437 op->stats.grace++; /* no penalty in food for regaining grace */
2438
2792 if (max_grace > 1) 2439 if (max_grace > 1)
2793 { 2440 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2441 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2442 if (over_grace > 0)
2796 { 2443 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2456 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2811 } 2458 }
2812 2459
2460 if (op->stats.food > 0)
2461 {
2813 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2464 {
2818 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2466
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2821 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2822 op->stats.food--; 2474 op->stats.food--;
2475
2823 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2827 } 2481 }
2828 } 2482
2829 if (max_hp > 1) 2483 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2484 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2835 op->last_heal = 0; 2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2503 }
2837 else 2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2838 { 2512 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2840 } 2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2538 }
2842 else 2539 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2541 }
2846 } 2542 }
2847 2543
2848 /* Digestion */ 2544 /* Digestion */
2849 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2850 { 2546 {
2851#ifdef COZY_SERVER 2547 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2548 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2549
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2550 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2551
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2552 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2554 op->stats.food--;
2865 } 2555 }
2866 }
2867 2556
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2557 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2558 {
2870 object *tmp, *flesh = NULL; 2559 object *tmp, *flesh = 0;
2871 2560
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2561 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2562 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2563 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2564 {
2565 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2566 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2567 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2568 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2569 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2570 break;
2882 } 2571 }
2883 else if (tmp->type == FLESH) 2572 else if (tmp->type == FLESH)
2884 flesh = tmp; 2573 flesh = tmp;
2885 } /* End if paid for object */ 2574 } /* End if paid for object */
2886 } /* end of for loop */ 2575 } /* end of for loop */
2576
2887 /* If player is still starving, it means they don't have any food, so 2577 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2578 * eat flesh instead.
2889 */ 2579 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2580 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2581 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2584 }
2585 }
2586
2587 if (op->stats.food < 0)
2894 } 2588 {
2895 } /* end if player is starving */ 2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2896 2592
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 op->stats.food++, op->stats.hp--;
2899
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901 kill_player (op); 2594 kill_player (op);
2595 }
2902} 2596}
2903
2904
2905 2597
2906/* If the player should die (lack of hp, food, etc), we call this. 2598/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2599 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2600 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2601 * file.
2910 */ 2602 */
2911void 2603void
2912kill_player (object *op) 2604kill_player (object *op)
2913{ 2605{
2606 int x, y;
2914 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2608 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2609 int will_kill_again;
2926 archetype *at; 2610 archetype *at;
2927 object *tmp; 2611 object *tmp;
2928 2612
2929 if (save_life (op)) 2613 if (save_life (op))
2930 return; 2614 return;
2931
2932 2615
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2619 */
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2624
2942 /* restore player */ 2625 /* restore player */
2943 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2628 {
2947 tmp->destroy (); 2629 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2631 }
2950 2632
2951 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2635 {
2955 tmp->destroy (); 2636 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2638 }
2958 2639
2959 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2643 op->stats.food = 999;
2963 2644
2964 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2647 {
2968 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2651 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2973 tmp->msg = buf; 2653 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2657 }
2979 2658
2980 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2661 op->contr->braced = 0;
2986 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2987 2666
2988 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2989 2668
2990 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2671
2672 op->contr->play_sound (sound_find ("player_dies"));
2673
2674 /* save the map location for corpse, gravestone */
2675 x = op->x;
2676 y = op->y;
2677 map = op->map;
2678
2679 /* NOT_PERMADEATH code. This basically brings the character back to
2680 * life if they are dead - it takes some exp and a random stat.
2681 * See the config.h file for a little more in depth detail about this.
2682 */
2683
2684 /* Basically two ways to go - remove a stat permanently, or just
2685 * make it depletion. This bunch of code deals with that aspect
2686 * of death.
2687 */
2688#ifndef COZY_SERVER
2689 if (settings.balanced_stat_loss)
2690 {
2691 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */
2694 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */
2697 /* GD */
2698 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2702 }
3002 else 2703 else
3003 { 2704 num_stats_lose = 1;
3004 if (op->contr->explore) 2705
3005 { 2706 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2707
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2708 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2709 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 i = RANDOM () % NUM_STATS;
3014 2711
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2712 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2713 {
3044 else 2714 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2715 * what he lost.
2716 */
2717 change_attr_value (&(op->stats), i, -1);
2718 check_stat_bounds (&(op->stats));
2719 change_attr_value (&(op->contr->orig_stats), i, -1);
2720 check_stat_bounds (&(op->contr->orig_stats));
2721 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2722 lost_a_stat = 1;
3046 } 2723 }
3047 else 2724 else
3048 { 2725 {
3049 num_stats_lose = 1; 2726 /* deplete a stat */
3050 } 2727 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2728 object *dep;
3052 2729
3053 for (z = 0; z < num_stats_lose; z++) 2730 dep = present_arch_in_ob (deparch, op);
3054 { 2731 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2732 {
3059 /* Pick a random stat and take a point off it. Tell the player 2733 dep = arch_to_object (deparch);
3060 * what he lost. 2734 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2735 }
3069 else 2736 lose_this_stat = 1;
2737 if (settings.balanced_stat_loss)
3070 { 2738 {
3071 /* deplete a stat */ 2739 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2740 /* Get the stat that we're about to deplete. */
3073 object *dep; 2741 this_stat = get_attr_value (&(dep->stats), i);
3074 2742 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2743 {
3078 dep = arch_to_object (deparch); 2744 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2745 int keep_chance = this_stat * this_stat;
3080 } 2746
3081 lose_this_stat = 1; 2747 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2748 if (keep_chance < 1)
2749 keep_chance = 1;
2750
2751 /* There is a maximum depletion total per level. */
2752 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2753 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2754 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2755 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2756 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2757 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2758 else
3123 if (this_stat >= -50)
3124 { 2759 {
3125 change_attr_value (&(dep->stats), i, -1); 2760 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2761 lose_this_stat = 0;
2762 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2763 this_stat, keep_chance, loss_chance,
2764 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2765 }
3131 } 2766 }
3132 } 2767 }
2768
2769 if (lose_this_stat)
2770 {
2771 this_stat = get_attr_value (&(dep->stats), i);
2772 /* We could try to do something clever like find another
2773 * stat to reduce if this fails. But chances are, if
2774 * stats have been depleted to -50, all are pretty low
2775 * and should be roughly the same, so it shouldn't make a
2776 * difference.
2777 */
2778 if (this_stat >= -50)
2779 {
2780 change_attr_value (&(dep->stats), i, -1);
2781 SET_FLAG (dep, FLAG_APPLIED);
2782 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2783 op->update_stats ();
2784 lost_a_stat = 1;
2785 }
3133 } 2786 }
2787 }
2788 }
3134 /* If no stat lost, tell the player. */ 2789 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2790 if (!lost_a_stat)
3136 { 2791 {
3137 /* determine_god() seems to not work sometimes... why is this? 2792 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2793 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2794 const char *god = determine_god (op);
3140 2795
3141 if (god && (strcmp (god, "none"))) 2796 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2797 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2798 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2800 }
3146#else 2801#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2803#endif
3149 2804
3150 /* Put a gravestone up where the character 'almost' died. List the 2805 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2806 * exp loss on the stone.
3152 */ 2807 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2808 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2809 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2810 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2811 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2812 tmp->name_pl = buf;
3158 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); 2813 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);
3159 tmp->msg = buf; 2814 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2815 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2816 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2817
3163 /**************************************/ 2818 /**************************************/
3164 /* */ 2819 /* */
3165 /* Subtract the experience points, */ 2820 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2821 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2822 /* food, and reset HP's... */
3168 /* */ 2823 /* */
3169 /**************************************/ 2824 /**************************************/
3170 2825
3171 /* remove any poisoning and confusion the character may be suffering. */ 2826 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2827 /* restore player */
3173 at = archetype::find ("poisoning"); 2828 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2829 tmp = present_arch_in_ob (at, op);
3175 2830
3176 if (tmp) 2831 if (tmp)
3177 { 2832 {
3178 tmp->destroy (); 2833 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2834 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2835 }
3181 2836
3182 at = archetype::find ("confusion"); 2837 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2838 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2839 if (tmp)
3185 { 2840 {
3186 tmp->destroy (); 2841 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2843 }
3189 2844
3190 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
3191 2846
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
3195 op->stats.food = 900; 2850 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2851 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2852 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2853 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2854
3200 /* 2855 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2856 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2857 * and put them back in the map.
3203 * in the map. 2858 */
3204 */ 2859 op->drop_unpaid_items ();
3205 2860
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2861 /****************************************/
3210 /* */ 2862 /* */
3211 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
3213 /* */ 2865 /* */
3214 /****************************************/ 2866 /****************************************/
3215 2867
3216 enter_player_savebed (op); 2868 enter_player_savebed (op);
3217 2869
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2870 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2871
3224 /* it is possible that the player has blown something up 2872 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2873 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2874 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2875 * on the space that might harm the player.
3228 */ 2876 */
3229 will_kill_again = 0; 2877 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2878 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2879 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2880 will_kill_again |= tmp->attacktype;
3233 2881
3234 if (will_kill_again) 2882 if (will_kill_again)
3235 { 2883 {
3236 object *force; 2884 object *force;
3237 int at; 2885 int at;
3238 2886
3239 force = get_archetype (FORCE_NAME); 2887 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2888 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2889 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2890 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2891 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2892 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2893 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2894 force->resist[at] = 100;
3247 2895
3248 insert_ob_in_ob (force, op); 2896 insert_ob_in_ob (force, op);
3249 fix_player (op); 2897 op->update_stats ();
3250 2898
3251 } 2899 }
3252 2900
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2901 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2902}
3322
3323 2903
3324void 2904void
3325loot_object (object *op) 2905loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2906{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2907 object *tmp, *tmp2, *next;
3328 2908
3329 if (op->container) 2909 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2910
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2911 for (tmp = op->inv; tmp; tmp = next)
3335 { 2912 {
3336 next = tmp->below; 2913 next = tmp->below;
2914
3337 if (tmp->invisible) 2915 if (tmp->invisible)
3338 continue; 2916 continue;
2917
3339 tmp->remove (); 2918 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2919 tmp->x = op->x, tmp->y = op->y;
2920
3341 if (tmp->type == CONTAINER) 2921 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2922 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2923
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2925 {
3347 if (tmp->nrof > 1) 2926 if (tmp->nrof > 1)
3348 { 2927 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2928 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2930 }
3353 else 2931 else
3354 tmp->destroy (); 2932 tmp->destroy ();
3355 } 2933 }
3361/* 2939/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2940 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2941 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2942 * was changed.
3365 */ 2943 */
3366
3367void 2944void
3368fix_weight (void) 2945fix_weight (void)
3369{ 2946{
3370 player *pl; 2947 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2948 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2949 sint32 old = pl->ob->carrying;
3375 2950
3376 if (old == sum) 2951 pl->ob->update_weight ();
3377 continue; 2952
3378 fix_player (pl->ob); 2953 if (old != pl->ob->carrying)
2954 {
2955 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2956 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2957 }
3380 } 2958 }
3381} 2959}
3382 2960
3383void 2961void
3384fix_luck (void) 2962fix_luck (void)
3385{ 2963{
3386 player *pl; 2964 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2965 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2966 pl->ob->change_luck (0);
3391} 2967}
3392
3393 2968
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2969/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2970 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2971 * just treat this as any other spell casting object.
3397 */ 2972 */
3398
3399void 2973void
3400cast_dust (object *op, object *throw_ob, int dir) 2974cast_dust (object *op, object *throw_ob, int dir)
3401{ 2975{
3402 object *skop, *spob; 2976 object *skop, *spob;
3403 2977
3432void 3006void
3433make_visible (object *op) 3007make_visible (object *op)
3434{ 3008{
3435 op->hide = 0; 3009 op->hide = 0;
3436 op->invisible = 0; 3010 op->invisible = 0;
3011
3437 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3438 { 3013 {
3439 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3441 } 3016 }
3017
3442 update_object (op, UP_OBJ_FACE); 3018 update_object (op, UP_OBJ_CHANGE);
3443} 3019}
3444 3020
3445int 3021int
3446is_true_undead (object *op) 3022is_true_undead (object *op)
3447{ 3023{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3025 return 1;
3452 3026
3453 return 0; 3027 return 0;
3454} 3028}
3455 3029
3456/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3032 * indicate greater hideability.
3459 */ 3033 */
3460
3461int 3034int
3462hideability (object *ob) 3035hideability (object *ob)
3463{ 3036{
3464 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3465 sint16 x, y; 3038 sint16 x, y;
3475 * as bad as carrying a light on a pitch dark map */ 3048 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 3049 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness)); 3050 level = -(10 + (2 * ob->map->darkness));
3478 3051
3479 /* scan through all nearby squares for terrain to hide in */ 3052 /* scan through all nearby squares for terrain to hide in */
3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3053 for (i = 0, x = ob->x, y = ob->y;
3054 i <= SIZEOFFREE1;
3055 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 3056 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 3058 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 3059 continue;
3486 } 3060
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 3062 level += 2;
3489 else /* open terrain! */ 3063 else /* open terrain! */
3490 level -= 1; 3064 level -= 1;
3491 } 3065 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3073/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3074 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3075 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3077 */
3504
3505void 3078void
3506do_hidden_move (object *op) 3079do_hidden_move (object *op)
3507{ 3080{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3082 object *skop;
3513 3086
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3087 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3088
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3089 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3090 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3091 if (!skop || num >= skop->level)
3520 { 3092 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3093 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3094 make_visible (op);
3523 return; 3095 return;
3524 } 3096 }
3525 else 3097 else
3526 num += 20; 3098 num += 20;
3527 } 3099
3528 num += op->map->difficulty; 3100 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3101 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3102 num -= hide;
3103
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3104 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3105 {
3533 make_visible (op); 3106 make_visible (op);
3534 if (op->type == PLAYER) 3107 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3109 }
3537 else if (op->type == PLAYER && skop) 3110 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3111 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3112}
3542 3113
3543/* determine if who is standing near a hostile creature. */ 3114/* determine if who is standing near a hostile creature. */
3544 3115
3545int 3116int
3593 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3171 * imply the way your head, or body is facing? It's possible
3601 * for them to differ. Sigh, this fctn could get a bit more complex. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3173 * -b.t.
3603 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3604 */ 3175 */
3605
3606int 3176int
3607player_can_view (object *pl, object *op) 3177player_can_view (object *pl, object *op)
3608{ 3178{
3609 rv_vector rv; 3179 rv_vector rv;
3610 int dx, dy; 3180 int dx, dy;
3612 if (pl->type != PLAYER) 3182 if (pl->type != PLAYER)
3613 { 3183 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3184 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3185 return -1;
3616 } 3186 }
3187
3617 if (!pl || !op) 3188 if (!pl || !op)
3618 return 0; 3189 return 0;
3619 3190
3620 if (op->head)
3621 {
3622 op = op->head; 3191 op = op->head_ ();
3623 } 3192
3624 get_rangevector (pl, op, &rv, 0x1); 3193 get_rangevector (pl, op, &rv, 0x1);
3625 3194
3626 /* starting with the 'head' part, lets loop 3195 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3196 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3197 * part that is in the los array but isn't on
3629 * a blocked los square. 3198 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3199 * we use the archetype to figure out offsets.
3631 */ 3200 */
3632 while (op) 3201 while (op)
3633 { 3202 {
3634 dx = rv.distance_x + op->arch->clone.x; 3203 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3204 dy = rv.distance_y + op->arch->y;
3636 3205
3637 /* only the viewable area the player sees is updated by LOS 3206 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3207 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3208 * for any meaningful values.
3640 */ 3209 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3213 return 1;
3214
3645 op = op->more; 3215 op = op->more;
3646 } 3216 }
3217
3647 return 0; 3218 return 0;
3648} 3219}
3649 3220
3650/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3225 * return 0.
3655 */ 3226 */
3656int 3227int
3657action_makes_visible (object *op) 3228action_makes_visible (object *op)
3658{ 3229{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3231 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3233 return 0;
3664 3234
3670 { 3240 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1; 3242 return 1;
3673 } 3243 }
3674 } 3244 }
3245
3675 return 0; 3246 return 0;
3676} 3247}
3677 3248
3678/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3250 * a player) is standing on a valid battleground-tile,
3684 * Default is to do the same as before, so only people wanting to have different points need worry about this 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3256 */
3686int 3257int
3687op_on_battleground (object *op, int *x, int *y) 3258op_on_battleground (object *op, int *x, int *y)
3688{ 3259{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3260 /* A battleground-tile needs the following attributes to be valid:
3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3267 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3269 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3274 {
3704 /*before we assign the exit, check if this is a teambattle */ 3275 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3277 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3279 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3281 {
3713 if (x != NULL && y != NULL) 3282 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3715 return 1; 3285 return 1;
3716 } 3286 }
3717 } 3287 }
3718 } 3288 }
3289
3719 if (x != NULL && y != NULL) 3290 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3721 return 1; 3293 return 1;
3722 } 3294 }
3723 } 3295 }
3724 } 3296 }
3297
3725 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3726 return 0; 3299 return 0;
3727} 3300}
3728 3301
3729/* 3302/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3319 int i = 0, j = 0;
3747 3320
3748 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3330
3758 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3759 return; 3332 return;
3760 3333
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3335
3763 if (tr == NULL || tr->item == NULL) 3336 if (!tr || !tr->item)
3764 { 3337 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3339 return;
3767 } 3340 }
3768 3341
3769 /* everything seems okay - now bring on the gift: */ 3342 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3343 item = tr->item;
3771 3344
3772 if (item->type == SPELL) 3345 if (item->type == SPELL)
3773 { 3346 {
3774 if (check_spell_known (who, item->name)) 3347 if (check_spell_known (who, item->name))
3775 return; 3348 return;
3834 { 3407 {
3835 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3409 object *skin;
3837 3410
3838 /* first get the dragon skin force */ 3411 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3413 ;
3842 3414
3843 if (!skin) 3415 if (!skin)
3844 return; 3416 return;
3845 3417
3893 * not readied. 3465 * not readied.
3894 */ 3466 */
3895void 3467void
3896player_unready_range_ob (player *pl, object *ob) 3468player_unready_range_ob (player *pl, object *ob)
3897{ 3469{
3898 rangetype i; 3470 if (pl->ob->current_weapon == ob)
3471 pl->ob->current_weapon = 0;
3899 3472
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3473 if (pl->combat_ob == ob)
3901 { 3474 pl->combat_ob = 0;
3475
3902 if (pl->ranges[i] == ob) 3476 if (pl->ranged_ob == ob)
3903 { 3477 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3478}
3479
3480sint8
3481player::visibility_at (maptile *map, int x, int y) const
3482{
3483 if (!ns)
3484 return 0;
3485
3486 int dx, dy;
3487 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488 return 0;
3489
3490 x += dx - ns->current_x + ns->mapx / 2;
3491 y += dy - ns->current_y + ns->mapy / 2;
3492
3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494 return 0;
3495
3496 return 100 - blocked_los [x][y];
3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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