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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 149}
285 150
286/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
287static void 152static void
288set_first_map (object *op) 153set_first_map (object *op)
289{ 154{
290 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
291 op->x = -1; 156 op->x = -1;
292 op->y = -1; 157 op->y = -1;
293 enter_exit (op, NULL);
294} 158}
295 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
296/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
298 * mode. 381 * mode.
299 */ 382 */
300 383player *
301int 384player::create ()
302add_player (client_socket *ns)
303{ 385{
304 player *p = new player; 386 player *pl = new player;
305 387
306 p->socket = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 389
309 p->next = first_player; 390 pl->ob->roll_stats ();
310 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
311 393
312 p = get_player (p);
313
314 set_first_map (p->ob); 394 set_first_map (pl->ob);
315 395
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 396 return pl;
324} 397}
325 398
326/* 399/*
327 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
330 */ 403 */
331archetype * 404archetype *
332get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
333{ 406{
334 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
335 408
336 for (;;) 409 for (;;)
337 { 410 {
338 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
339 at = first_archetype; 412 i = archetypes.begin ();
340 else 413 else if (*i == at)
341 at = at->next; 414 cleanup ("not a single player archetype found");
415
342 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
343 return at; 417 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 418 }
350} 419}
351
352 420
353object * 421object *
354get_nearest_player (object *mon) 422get_nearest_player (object *mon)
355{ 423{
356 object *op = NULL; 424 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 425 objectlink *ol;
359 unsigned lastdist; 426 unsigned lastdist;
360 rv_vector rv; 427 rv_vector rv;
361 428
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 430 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue; 432 continue;
392 433
393 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
394 { 435 {
395 op = ol->ob; 436 op = ol->ob;
396 lastdist = rv.distance; 437 lastdist = rv.distance;
397 } 438 }
398 } 439 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 440
400 { 441 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
405 { 444 {
406 op = pl->ob; 445 op = pl->ob;
407 lastdist = rv.distance; 446 lastdist = rv.distance;
408 } 447 }
409 } 448
410 }
411#if 0 449#if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 451#endif
414 return op; 452 return op;
415} 453}
433 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 473 * is probably not a good thing.
436 */ 474 */
437#define MAX_SPACES 50 475#define MAX_SPACES 50
438
439 476
440/* 477/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 511 x = mon->x;
475 y = mon->y; 512 y = mon->y;
476 m = mon->map; 513 m = mon->map;
477 dir = rv.direction; 514 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
480 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
481 if (diff > max) 519 if (diff > max)
482 return 0; 520 return 0;
521
483 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
484 { 523 {
485 lastx = x; 524 lastx = x;
486 lasty = y; 525 lasty = y;
487 lastmap = m; 526 lastmap = m;
569 max--; 608 max--;
570 lastdir = dir; 609 lastdir = dir;
571 if (!firstdir) 610 if (!firstdir)
572 firstdir = dir; 611 firstdir = dir;
573 } 612 }
613
574 if (diff <= 1) 614 if (diff <= 1)
575 { 615 {
576 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 617 * headed toward player for entire distance.
578 */ 618 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 621 }
622
582 if (diff > max) 623 if (diff > max)
583 return 0; 624 return 0;
584 } 625 }
626
585 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
586 if (!max) 628 if (!max)
587 return 0; 629 return 0;
588 630
589 return firstdir; 631 return firstdir;
682 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
683 link_player_skills (pl); 725 link_player_skills (pl);
684} 726}
685 727
686void 728void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
771{ 730{
772 if (party == NULL) 731 if (party == NULL)
773 { 732 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return; 734 return;
776 } 735 }
736
777 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781} 741}
782
783 742
784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int 744static int
786roll_stat (void) 745roll_stat (void)
787{ 746{
788 int a[4], i, j, k; 747 int a[4], i, j, k;
789 748
790 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
792 751
793 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 753 if (a[i] < k)
795 k = a[i], j = i; 754 k = a[i], j = i;
796 755
797 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 757 if (i != j)
800 k += a[i]; 758 k += a[i];
801 } 759
802 return k; 760 return k;
803} 761}
804 762
805void 763void
806roll_stats (object *op) 764object::roll_stats ()
807{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
808 int sum = 0; 770 int sum = 0;
809 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
811 773
812 do 774 if (sum >= 82 && sum <= 116)
775 break;
813 { 776 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 777
825 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 780
834 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
835 do 782 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 783
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 784 stats.exp = 0;
870 op->stats.ac = 0; 785 stats.ac = 0;
871 786
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
880 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
881} 799}
882 800
883void 801void
884Roll_Again (object *op) 802object::swap_stats (int a, int b)
885{ 803{
886 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 805
891void 806 for (int i = 0; i < NUM_STATS; ++i)
892Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
893{ 833{
894 signed char tmp;
895 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
896 835
897 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 840}
1012 841
1013/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1017 * not the class. 846 * not the class.
1018 */ 847 */
1019 848void
1020int 849player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 850{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 853
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 855 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1041 857
1042 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1044 860
1045 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1046 862
1047 if (op->msg) 863 if (ob->msg)
1048 op->msg = NULL; 864 ob->msg = 0;
1049 865
1050 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1051 * to save here. 867 * to save here.
1052 */ 868 */
869 {
870 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1055 874
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 875 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 878 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1064 fix_player (op); 880 ob->update_stats ();
1065 881
1066 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1067 * is one for this race 883 * is one for this race
1068 */ 884 */
1069 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1070 { 886 {
1071 object *tmp; 887 object *tmp;
1072 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1073 889
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1075 tmp = object::create (); 891 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1081 * default initial map */ 897 * default initial map */
1082 tmp->destroy (); 898 tmp->destroy ();
1083 } 899 }
1084 else 900 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 902}
1088 return 0;
1089 }
1090 903
904void
905player::chargen_race_next ()
906{
1091 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1093 */ 909 */
1094 910
1095 tmp_loop = 0; 911 do
1096 while (!tmp_loop)
1097 { 912 {
1098 shstr name = op->name; 913 shstr name = ob->name;
1099 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1100 915
1101 remove_statbonus (op); 916 ob->remove_statbonus ();
1102 op->remove (); 917 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1105 op->instantiate (); 920 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1108 op->x = x; 923 ob->x = x;
1109 op->y = y; 924 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 928 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 929 }
930 while (!allowed_class (ob));
1116 931
1117 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 934 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 937 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 938}
1179 939
1180void 940void
1181flee_player (object *op) 941flee_player (object *op)
1182{ 942{
1212 { 972 {
1213 op->enemy = NULL; 973 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 975 return;
1216 } 976 }
977
1217 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1218 979
1219 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1221 { 982 {
1222 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1223 984
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return; 986 return;
1227 }
1228 } 987 }
988
1229 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 991 op->enemy = NULL;
1232} 992}
1233 993
1234
1235/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1236 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1237 * stop. 996 * stop.
1238 */ 997 */
1239int 998int
1240check_pick (object *op) 999check_pick (object *op)
1241{ 1000{
1242 object *tmp, *next; 1001 object *tmp, *next;
1243 int stop = 0; 1002 int stop = 0;
1244 int j, k, wvratio; 1003 int wvratio;
1245 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1246 1005
1247 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1249 return 1; 1008 return 1;
1250 1009
1318 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1080 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1085 }
1086
1355 /* philosophy: 1087 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1360 * example. 1092 * example.
1361 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1430 pick_up (op, tmp); 1162 pick_up (op, tmp);
1431 continue; 1163 continue;
1432 } 1164 }
1433 1165
1434 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1436 { 1168 {
1437 pick_up (op, tmp); 1169 pick_up (op, tmp);
1438 continue; 1170 continue;
1439 } 1171 }
1440 1172
1548 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1282 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1284 {
1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1287 {
1556 pick_up (op, tmp); 1288 pick_up (op, tmp);
1557 continue; 1289 continue;
1558 } 1290 }
1559 } 1291 }
1560 1292
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1294 {
1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1564 { 1296 {
1565 pick_up (op, tmp); 1297 pick_up (op, tmp);
1566 continue; 1298 continue;
1567 } 1299 }
1568 } 1300 }
1593 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1594 { 1326 {
1595 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1596 } 1328 }
1597 else 1329 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1601#endif 1333#endif
1602 continue; 1334 continue;
1603 } 1335 }
1614 * found object is returned. 1346 * found object is returned.
1615 */ 1347 */
1616object * 1348object *
1617find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1618{ 1350{
1619 object *tmp = NULL; 1351 object *tmp = 0;
1620 1352
1621 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1625 return op; 1357 return op;
1358
1626 return tmp; 1359 return tmp;
1627} 1360}
1628 1361
1629/* 1362/*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */ 1367 */
1635
1636object * 1368object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1370{
1639 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1673 else 1405 else
1674 { 1406 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1408 {
1677 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1680 { 1412 {
1681 tmp = arrow; 1413 tmp = arrow;
1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1683 } 1415 }
1684 } 1416 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1418 {
1687 tmp = arrow; 1419 tmp = arrow;
1706 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1439 * op = the shooter
1708 * type = bow->race 1440 * type = bow->race
1709 * dir = fire direction 1441 * dir = fire direction
1710 */ 1442 */
1711
1712object * 1443object *
1713pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1714{ 1445{
1715 object *tmp = NULL; 1446 object *tmp = NULL;
1716 maptile *m; 1447 maptile *m;
1781 */ 1512 */
1782int 1513int
1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784{ 1515{
1785 object *left, *bow; 1516 object *left, *bow;
1786 int bowspeed, mflags; 1517 int mflags;
1787 maptile *m; 1518 maptile *m;
1788 1519
1789 if (!dir) 1520 if (!dir)
1790 { 1521 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0; 1523 return 0;
1793 } 1524 }
1794 if (op->type == PLAYER) 1525
1795 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1796 else 1528 else
1797 { 1529 {
1798 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1799 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1800 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1805 if (!bow) 1537 if (!bow)
1806 { 1538 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1540 return 0;
1809 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1810 } 1550 }
1551
1811 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1812 { 1553 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0; 1555 return 0;
1815 } 1556 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1557
1825 if (arrow == NULL) 1558 if (arrow == NULL)
1826 { 1559 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1561 {
1829 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else 1565 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1834 return 0; 1568 return 0;
1835 } 1569 }
1836 } 1570 }
1571
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1574 return 0;
1841 } 1575
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1577 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0; 1579 return 0;
1846 } 1580 }
1852 return 0; 1586 return 0;
1853 } 1587 }
1854 1588
1855 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1591 if (!arrow)
1858 { 1592 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0; 1594 return 0;
1861 } 1595 }
1596
1862 arrow->set_owner (op); 1597 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1599 arrow->direction = dir;
1866 arrow->x = sx; 1600
1867 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1868 1633
1869 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1870 { 1635 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1904 } 1643 }
1905 else 1644 else
1906 { 1645 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1646 arrow->level = op->level;
1909 } 1647 arrow->stats.wc -= bow->magic;
1910 1648
1911 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1912 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1913 1654
1914 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1657
1917 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1661
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1922 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1923 1664
1924 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1666 move_arrow (arrow);
1926 1667
1927 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1947{ 1688{
1948 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1949 1690
1950 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1951 { 1692 {
1952 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1953 } 1694 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 { 1696 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1698 wcmod = -1;
1699
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 } 1701 }
1960 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1961 { 1703 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1709 {
1968 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971
1972 } 1713 }
1973 else 1714 else
1974 { 1715 {
1975 /* Simple case */ 1716 /* Simple case */
1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 } 1718 }
1719
1978 return ret; 1720 return ret;
1979} 1721}
1980
1981 1722
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1984 */ 1725 */
1985void 1726void
1986fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1987{ 1728{
1988 object *item; 1729 object *item = op->contr->ranged_ob;
1989 1730
1990 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1991 { 1732 {
1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993 return; 1734 return;
1994 } 1735 }
1995 1736
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1737 if (!item->inv)
1998 { 1738 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1740 return;
2001 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2002 if (item->type == WAND) 1746 if (item->type == WAND)
2003 { 1747 {
2004 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2005 { 1749 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2008 return; 1753 return;
2009 } 1754 }
2010 } 1755 }
2011 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2012 { 1757 {
2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2014 { 1759 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2016 if (item->type == ROD) 1762 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else 1764 else
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2020 return; 1767 return;
2021 } 1768 }
2022 } 1769 }
2023 1770
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1778 object *tmp;
2032 1779
2033 if (item->arch) 1780 if (item->arch)
2034 { 1781 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2037 item->speed = 0; 1784 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1785 }
1786
2040 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1789 }
2043 } 1790 }
2044 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1792 drain_rod_charge (item);
2047 }
2048 } 1793 }
2049} 1794}
2050 1795
2051/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2052 */ 1797 */
2053void 1798bool
2054fire (object *op, int dir) 1799fire (object *op, int dir)
2055{ 1800{
2056 int spellcost = 0; 1801 int spellcost = 0;
2057 1802
2058 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2060 make_visible (op); 1805 make_visible (op);
2061 1806
2062 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2063 { 1813 }
2064 case range_none:
2065 return;
2066 1814
2067 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2068 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2069 return; 1832 break;
2070 1833
2071 case range_magic: /* Casting spells */ 1834 case SPELL:
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2073 return; 1836 break;
2074 1837
2075 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2076 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2077 return; 1848 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1849 }
2105}
2106 1850
2107 1851 return true;
1852}
2108 1853
2109/* find_key 1854/* find_key
2110 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1859 * pl is the player,
2115 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2118 */ 1863 */
2119
2120object * 1864object *
2121find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2122{ 1866{
2123 object *tmp, *key; 1867 object *tmp, *key;
2124 1868
2125 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1870 if (!container->inv)
2127 return NULL; 1871 return 0;
2128 1872
2129 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1875 {
2132 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1877 break;
2134 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2136 */ 1880 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1882 break;
2139 } 1883 }
1884
2140 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2143 * a key, return 1888 * a key, return
2144 */ 1889 */
2145 if (!tmp) 1890 if (!tmp)
2146 { 1891 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1893 {
2149 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1896 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2153 return key; 1898 return key;
2154 } 1899 }
2155 } 1900 }
1901
2156 if (!tmp) 1902 if (!tmp)
2157 return NULL; 1903 return NULL;
2158 } 1904 }
1905
2159 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it 1907 * see if we actually want to use it
2161 */ 1908 */
2162 if (pl != container) 1909 if (pl != container)
2163 { 1910 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1933 return NULL;
2187 } 1934 }
2188 } 1935 }
1936
2189 return tmp; 1937 return tmp;
2190} 1938}
2191 1939
2192/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1943 * 0 otherwise
2196 */ 1944 */
2197static int 1945static int
2198player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2199{ 1947{
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2204 */ 1951 */
2205 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2206 1953
2207 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2208 if (key) 1955 if (key)
2209 { 1956 {
2210 object *container = key->env; 1957 object *container = key->env;
2211 1958
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2214 make_visible (op); 1960 make_visible (op);
1961
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2217 if (door->type == DOOR) 1965 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2222 { 1968 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1971 }
1972
2226 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2229 if (container != op) 1976 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2231 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2232 } 1980 }
2233 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2234 { 1982 {
2235 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 1985 return 1;
2238 } 1986 }
1987
2239 return 0; 1988 return 0;
2240} 1989}
2241 1990
2242/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2247 */ 1996 */
2248 1997bool
2249void
2250move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2251{ 1999{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2000 int on_battleground;
2255 maptile *m;
2256 2001
2257 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2259 2004
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2261 2015
2262 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses. 2023 * move_ob uses.
2270 */ 2024 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2026
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space 2030 * on the space
2293 */ 2031 */
2294 while (tmp != NULL) 2032 object *mon;
2295 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2034 {
2297 { 2035 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2299 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2038 && mon != op)
2305 break; 2039 break;
2306 } 2040 }
2307 2041
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2043 return false; /* into a wall */
2316 2044
2317 if (mon->head != NULL)
2318 mon = mon->head; 2045 mon = mon->head_ ();
2319 2046
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2321 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2322 return; 2052 return true;
2053 }
2323 2054
2324 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2060 * and thus will not push them.
2330 */ 2061 */
2331 2062
2332 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2333 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2335 */ 2066 */
2336 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2070 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2072 {
2346 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced) 2074 if (op->contr->braced)
2348 return; 2075 return false;
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2350 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2351 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2085 make_visible (op);
2086
2353 return; 2087 return true;
2354 } 2088 }
2089 else
2090 return false;
2091 }
2355 2092
2356 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2358 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2359 * attack them either. 2096 * attack them either.
2360 */ 2097 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2363#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2364 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2102 && !on_battleground))
2366 && mon->contr-> 2103 {
2367 peaceful)) && 2104 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2105 {
2106 --op->speed_left;
2107
2373 if (!op->contr->braced) 2108 if (!op->contr->braced)
2374 { 2109 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2376 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2377 } 2112 }
2378 else 2113 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2115
2382 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2117 make_visible (op);
2384 }
2385 2118
2119 return true;
2120 }
2121 }
2386 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2388 */ 2124 */
2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2390 { 2128 {
2129 --op->speed_left;
2130
2391 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2393 make_visible (op); 2133 make_visible (op);
2394 }
2395 2134
2135 return true;
2136 }
2137 }
2396 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2397 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2143 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2146 {
2406 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2148 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2415 2150
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2420 2152
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2435 make_visible (op); 2154 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2155
2440int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2441move_player (object *op, int dir) 2164move_player (object *op, int dir)
2442{ 2165{
2443 int pick; 2166 int pick;
2444 2167
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2169 return 0;
2447 2170
2448 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2450 { 2173 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2175 return 0;
2453 } 2176 }
2454 2177
2455 /* peterm: added following line */ 2178 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2181
2459 op->facing = dir; 2182 op->facing = dir;
2460 2183
2461 if (op->hide) 2184 if (op->hide)
2462 do_hidden_move (op); 2185 do_hidden_move (op);
2463 2186
2187 bool retval;
2188
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2190 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2467 fire (op, dir); 2192 retval = fire (op, dir);
2468 else 2193 else
2469 { 2194 {
2470 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2196 pick = check_pick (op);
2472 } 2197 }
2473 2198
2474 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing. 2200 * server can handle repeat firing.
2476 */ 2201 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2203 op->direction = dir;
2480 }
2481 else 2204 else
2482 {
2483 op->direction = 0; 2205 op->direction = 0;
2484 } 2206
2485 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2209 * for players.
2488 */ 2210 */
2489 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2490 return 0; 2212
2213 return retval;
2491} 2214}
2492 2215
2493/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2494 * new client/server stuff. 2217 * new client/server stuff.
2495 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2496 * the new speed values for commands. 2219 * the new speed values for commands.
2497 * 2220 *
2498 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2499 */ 2224 */
2500int 2225bool
2501handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2502{ 2227{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2229 {
2525 flee_player (op); 2230 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2231 {
2529 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2530 return 0; 2235 return true;
2531 } 2236 }
2237 else
2238 return false;
2532 } 2239 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2240
2542 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2243 * called, so we recheck it here.
2545 */ 2244 */
2546 HandleClient (op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2246 return true;
2549 2247
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2250
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2251 return false;
2566} 2252}
2567 2253
2568int 2254int
2569save_life (object *op) 2255save_life (object *op)
2570{ 2256{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2258 return 0;
2575 2259
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2262 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581 2265
2582 if (op->contr) 2266 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2584 2268
2589 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2590 2274
2591 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2592 op->stats.food = 999; 2276 op->stats.food = 999;
2593 2277
2594 fix_player (op); 2278 op->update_stats ();
2595 return 1; 2279 return 1;
2596 } 2280 }
2281
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2285 return 0;
2601} 2286}
2603/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2604 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2605 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2606 * from. 2291 * from.
2607 */ 2292 */
2608void 2293static void
2609remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2610{ 2295{
2611 object *next;
2612
2613 while (op) 2296 while (op)
2614 { 2297 {
2615 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2616 * we remove object 'op' 2299
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2301 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2626 } 2306 }
2627 else if (op->inv) 2307 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2629 op = next; 2310 op = next;
2630 } 2311 }
2631} 2312}
2632 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2633 2320
2634/* 2321/*
2635 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2338 else
2652 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2342 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2657 else 2345 else
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2349 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2662 { 2351 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2354 strcat (buf2, buf);
2666 } 2355 }
2356
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2670 return buf2; 2361 return buf2;
2671} 2362}
2672
2673
2674 2363
2675void 2364void
2676do_some_living (object *op) 2365do_some_living (object *op)
2677{ 2366{
2678 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2373 int rate_grace = 2000;
2685 const int max_hp = 1; 2374 const int max_hp = 1;
2686 const int max_sp = 1; 2375 const int max_sp = 1;
2687 const int max_grace = 1; 2376 const int max_grace = 1;
2688 2377
2689 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2695 2396
2696 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2697 { 2398 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2403 else
2704 { 2404 {
2705 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2407 }
2408
2708 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2411 else
2711 { 2412 {
2712 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2415 }
2416
2715 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2419 else
2718 { 2420 {
2719 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2423 }
2722 2424
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2769 { 2428 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2772 if (max_grace > 1) 2432 if (max_grace > 1)
2773 { 2433 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2435 if (over_grace > 0)
2776 { 2436 {
2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789 } 2449 }
2790 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2791 } 2451 }
2792 2452
2453 if (op->stats.food > 0)
2454 {
2793 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2794 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 { 2457 {
2798 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2799 /* dms do not consume food */ 2459
2800 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2801 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2802 op->stats.food--; 2467 op->stats.food--;
2468
2803 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2807 } 2474 }
2808 } 2475
2809 if (max_hp > 1) 2476 if (max_sp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 { 2477 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2815 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 } 2496 }
2817 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2818 { 2505 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2820 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2821 } 2531 }
2822 else 2532 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 } 2534 }
2826 } 2535 }
2827 2536
2828 /* Digestion */ 2537 /* Digestion */
2829 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2830 { 2539 {
2831#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2542
2838 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2840 else 2544
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */ 2545 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2547 op->stats.food--;
2845 } 2548 }
2846 }
2847 2549
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2551 {
2850 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2851 2553
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2555 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2859 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2563 break;
2862 } 2564 }
2863 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2864 flesh = tmp; 2566 flesh = tmp;
2865 } /* End if paid for object */ 2567 } /* End if paid for object */
2866 } /* end of for loop */ 2568 } /* end of for loop */
2569
2867 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead. 2571 * eat flesh instead.
2869 */ 2572 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2574 {
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2873 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2874 } 2581 {
2875 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2876 2585
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2878 op->stats.food++, op->stats.hp--;
2879
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2881 kill_player (op); 2587 kill_player (op);
2588 }
2882} 2589}
2883
2884
2885 2590
2886/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2594 * file.
2907 object *tmp; 2612 object *tmp;
2908 2613
2909 if (save_life (op)) 2614 if (save_life (op))
2910 return; 2615 return;
2911 2616
2912
2913 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2915 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2916 */ 2620 */
2917 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921 2625
2922 /* restore player */ 2626 /* restore player */
2923 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2629 {
2927 tmp->destroy (); 2630 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2632 }
2930 2633
2931 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2636 {
2935 tmp->destroy (); 2637 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2639 }
2938 2640
2939 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2644 op->stats.food = 999;
2943 2645
2944 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2648 {
2948 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2650 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2951 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2654 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2658 }
2959 2659
2960 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2662 op->contr->braced = 0;
2967 2667
2968 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2969 2669
2970 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2971 { 2671 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2981 } 2674 }
2982 else 2675 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2992 } 2677
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2994 2679
2995 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2996 x = op->x; 2681 x = op->x;
2997 y = op->y; 2682 y = op->y;
2998 map = op->map; 2683 map = op->map;
2999 2684
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3006 */ 2688 */
3007 2689
3008 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2692 * of death.
3011 */ 2693 */
3012#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3014 { 2696 {
3015 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */ 2699 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2702 little bit harder. */
3021 /* GD */ 2703 /* GD */
3022 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2705 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2706 else
3028 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3029 num_stats_lose = 1; 2710 num_stats_lose = 1;
3030 } 2711
3031 lost_a_stat = 0; 2712 lost_a_stat = 0;
3032 2713
3033 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3034 { 2715 {
3035 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3036 2717
3037 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3038 { 2738 {
3039 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3040 * what he lost. 2740 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2741 }
3049 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3050 { 2744 {
3051 /* deplete a stat */ 2745 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3053 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3054 2748 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2749 {
3058 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3060 } 2752
3061 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3068 { 2759 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2760 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2762 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2763 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2764 else
3103 if (this_stat >= -50)
3104 { 2765 {
3105 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3110 } 2771 }
3111 } 2772 }
3112 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3113 } 2792 }
2793 }
2794 }
3114 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2796 if (!lost_a_stat)
3116 { 2797 {
3117 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3120 2801
3121 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2804 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 } 2806 }
3126#else 2807#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3128#endif 2809#endif
3129 2810
3130 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2812 * exp loss on the stone.
3132 */ 2813 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2816 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2819 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3139 tmp->msg = buf; 2820 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2823
3143 /**************************************/ 2824 /**************************************/
3144 /* */ 2825 /* */
3145 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3148 /* */ 2829 /* */
3149 /**************************************/ 2830 /**************************************/
3150 2831
3151 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2833 /* restore player */
3153 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3155 2836
3156 if (tmp) 2837 if (tmp)
3157 { 2838 {
3158 tmp->destroy (); 2839 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2841 }
3161 2842
3162 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2845 if (tmp)
3165 { 2846 {
3166 tmp->destroy (); 2847 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2849 }
3169 2850
3170 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3171 2852
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3175 op->stats.food = 900; 2856 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2860
3180 /* 2861 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3182 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3183 * in the map. 2864 */
3184 */ 2865 op->drop_unpaid_items ();
3185 2866
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/ 2867 /****************************************/
3190 /* */ 2868 /* */
3191 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3193 /* */ 2871 /* */
3194 /****************************************/ 2872 /****************************************/
3195 2873
3196 enter_player_savebed (op); 2874 enter_player_savebed (op);
3197 2875
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2876 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2877
3204 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2881 * on the space that might harm the player.
3208 */ 2882 */
3209 will_kill_again = 0; 2883 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3213 2887
3214 if (will_kill_again) 2888 if (will_kill_again)
3215 { 2889 {
3216 object *force; 2890 object *force;
3217 int at; 2891 int at;
3218 2892
3219 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2895 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2900 force->resist[at] = 100;
3227 2901
3228 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3229 fix_player (op); 2903 op->update_stats ();
3230 2904
3231 } 2905 }
3232 2906
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2908}
3302
3303 2909
3304void 2910void
3305loot_object (object *op) 2911loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3308 2914
3309 if (op->container) 2915 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2916
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3315 { 2918 {
3316 next = tmp->below; 2919 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3318 continue; 2922 continue;
2923
3319 tmp->remove (); 2924 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3321 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2929
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3326 { 2931 {
3327 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3328 { 2933 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2935 tmp2->destroy ();
3341/* 2946/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed. 2949 * was changed.
3345 */ 2950 */
3346
3347void 2951void
3348fix_weight (void) 2952fix_weight (void)
3349{ 2953{
3350 player *pl; 2954 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2955 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2957
3356 if (old == sum) 2958 if (old == sum)
3357 continue; 2959 continue;
3358 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3360 } 2962 }
3361} 2963}
3362 2964
3363void 2965void
3364fix_luck (void) 2966fix_luck (void)
3365{ 2967{
3366 player *pl; 2968 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3371} 2971}
3372
3373 2972
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3377 */ 2976 */
3378
3379void 2977void
3380cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3381{ 2979{
3382 object *skop, *spob; 2980 object *skop, *spob;
3383 2981
3412void 3010void
3413make_visible (object *op) 3011make_visible (object *op)
3414{ 3012{
3415 op->hide = 0; 3013 op->hide = 0;
3416 op->invisible = 0; 3014 op->invisible = 0;
3015
3417 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3418 { 3017 {
3419 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3421 } 3020 }
3021
3422 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3423} 3023}
3424 3024
3425int 3025int
3426is_true_undead (object *op) 3026is_true_undead (object *op)
3427{ 3027{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3029 return 1;
3432 3030
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3031 return 0;
3439} 3032}
3440 3033
3441/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3443 * indicate greater hideability. 3036 * indicate greater hideability.
3444 */ 3037 */
3445
3446int 3038int
3447hideability (object *ob) 3039hideability (object *ob)
3448{ 3040{
3449 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3450 sint16 x, y; 3042 sint16 x, y;
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3080 */
3489
3490void 3081void
3491do_hidden_move (object *op) 3082do_hidden_move (object *op)
3492{ 3083{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop; 3085 object *skop;
3498 3089
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3091
3501 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3505 { 3095 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op); 3097 make_visible (op);
3508 return; 3098 return;
3509 } 3099 }
3510 else 3100 else
3511 num += 20; 3101 num += 20;
3512 } 3102
3513 num += op->map->difficulty; 3103 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3105 num -= hide;
3106
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3108 {
3518 make_visible (op); 3109 make_visible (op);
3519 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 } 3112 }
3522 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526} 3115}
3527 3116
3528/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3529 3118
3530int 3119int
3557 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3558 continue; 3147 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue; 3149 continue;
3561 3150
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3563 { 3152 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1; 3154 return 1;
3566 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3567 { 3156 {
3578 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3579 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3580 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3584 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3586 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3587 * -b.t. 3176 * -b.t.
3588 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3589 */ 3178 */
3590
3591int 3179int
3592player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3593{ 3181{
3594 rv_vector rv; 3182 rv_vector rv;
3595 int dx, dy; 3183 int dx, dy;
3597 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3598 { 3186 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3188 return -1;
3601 } 3189 }
3190
3602 if (!pl || !op) 3191 if (!pl || !op)
3603 return 0; 3192 return 0;
3604 3193
3605 if (op->head)
3606 {
3607 op = op->head; 3194 op = op->head_ ();
3608 } 3195
3609 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3610 3197
3611 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3199 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3614 * a blocked los square. 3201 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3616 */ 3203 */
3617 while (op) 3204 while (op)
3618 { 3205 {
3619 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3621 3208
3622 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values. 3211 * for any meaningful values.
3625 */ 3212 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3629 return 1; 3216 return 1;
3217
3630 op = op->more; 3218 op = op->more;
3631 } 3219 }
3220
3632 return 0; 3221 return 0;
3633} 3222}
3634 3223
3635/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3639 * return 0. 3228 * return 0.
3640 */ 3229 */
3641int 3230int
3642action_makes_visible (object *op) 3231action_makes_visible (object *op)
3643{ 3232{
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 { 3234 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0; 3236 return 0;
3649 3237
3655 { 3243 {
3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657 return 1; 3245 return 1;
3658 } 3246 }
3659 } 3247 }
3248
3660 return 0; 3249 return 0;
3661} 3250}
3662 3251
3663/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3669 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3670 */ 3259 */
3671int 3260int
3672op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3673{ 3262{
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3683 { 3270 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 { 3272 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3688 { 3277 {
3689 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 { 3280 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3695 { 3282 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3697 { 3284 {
3698 if (x != NULL && y != NULL) 3285 if (x && y)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3700 return 1; 3288 return 1;
3701 } 3289 }
3702 } 3290 }
3703 } 3291 }
3292
3704 if (x != NULL && y != NULL) 3293 if (x && y)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3706 return 1; 3296 return 1;
3707 } 3297 }
3708 } 3298 }
3709 } 3299 }
3300
3710 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3711 return 0; 3302 return 0;
3712} 3303}
3713 3304
3714/* 3305/*
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3322 int i = 0, j = 0;
3732 3323
3733 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3736 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3738 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3740 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3742 3333
3743 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3744 return; 3335 return;
3745 3336
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747 3338
3748 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3749 { 3340 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return; 3342 return;
3752 } 3343 }
3753 3344
3754 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3346 item = tr->item;
3756 3347
3757 if (item->type == SPELL) 3348 if (item->type == SPELL)
3758 { 3349 {
3759 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3760 return; 3351 return;
3819 { 3410 {
3820 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3412 object *skin;
3822 3413
3823 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3825 if (skin == NULL) 3418 if (!skin)
3826 return; 3419 return;
3827 3420
3828 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3423 {
3875 * not readied. 3468 * not readied.
3876 */ 3469 */
3877void 3470void
3878player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3879{ 3472{
3880 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3881 3475
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3883 { 3477 pl->combat_ob = 0;
3478
3884 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3885 { 3480 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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