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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.162 by root, Thu Aug 23 17:13:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 388
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
357 */ 402 */
358archetype * 403archetype *
359get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
360{ 405{
361 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 407
363 for (;;) 408 for (;;)
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
366 at = first_archetype; 411 i = archetypes.begin ();
367 else 412 else if (*i == at)
368 at = at->next; 413 cleanup ("not a single player archetype found");
414
369 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
370 return at; 416 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 417 }
377} 418}
378
379 419
380object * 420object *
381get_nearest_player (object *mon) 421get_nearest_player (object *mon)
382{ 422{
383 object *op = NULL; 423 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 424 objectlink *ol;
386 unsigned lastdist; 425 unsigned lastdist;
387 rv_vector rv; 426 rv_vector rv;
388 427
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 429 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 431 continue;
419 432
420 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
421 { 434 {
422 op = ol->ob; 435 op = ol->ob;
423 lastdist = rv.distance; 436 lastdist = rv.distance;
424 } 437 }
425 } 438 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 439
427 { 440 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
432 { 443 {
433 op = pl->ob; 444 op = pl->ob;
434 lastdist = rv.distance; 445 lastdist = rv.distance;
435 } 446 }
436 } 447
437 }
438#if 0 448#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 450#endif
441 return op; 451 return op;
442} 452}
460 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 472 * is probably not a good thing.
463 */ 473 */
464#define MAX_SPACES 50 474#define MAX_SPACES 50
465
466 475
467/* 476/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 510 x = mon->x;
502 y = mon->y; 511 y = mon->y;
503 m = mon->map; 512 m = mon->map;
504 dir = rv.direction; 513 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
507 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 518 if (diff > max)
509 return 0; 519 return 0;
520
510 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
511 { 522 {
512 lastx = x; 523 lastx = x;
513 lasty = y; 524 lasty = y;
514 lastmap = m; 525 lastmap = m;
596 max--; 607 max--;
597 lastdir = dir; 608 lastdir = dir;
598 if (!firstdir) 609 if (!firstdir)
599 firstdir = dir; 610 firstdir = dir;
600 } 611 }
612
601 if (diff <= 1) 613 if (diff <= 1)
602 { 614 {
603 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 616 * headed toward player for entire distance.
605 */ 617 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 620 }
621
609 if (diff > max) 622 if (diff > max)
610 return 0; 623 return 0;
611 } 624 }
625
612 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
613 if (!max) 627 if (!max)
614 return 0; 628 return 0;
615 629
616 return firstdir; 630 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 657 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 658 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 659 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 661 {
648 remove_ob (op); 662 op->destroy ();
649 free_object (op);
650 continue; 663 continue;
651 } 664 }
652 } 665 }
653 666
654 /* This really needs to be better - we should really give 667 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 678 if (tmp->type == op->type && tmp->name == op->name)
666 break; 679 break;
667 680
668 if (tmp) 681 if (tmp)
669 { 682 {
670 remove_ob (op); 683 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 685 continue;
674 } 686 }
687
675 if (op->nrof > 1) 688 if (op->nrof > 1)
676 op->nrof = 1; 689 op->nrof = 1;
677 } 690 }
678 691
679 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 704 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 705 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 706 }
694 if (op->type == SPELL) 707 if (op->type == SPELL)
695 { 708 {
696 remove_ob (op); 709 op->destroy ();
697 free_object (op);
698 continue; 710 continue;
699 } 711 }
700 else if (op->type == SKILL) 712 else if (op->type == SKILL)
701 { 713 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
712 link_player_skills (pl); 724 link_player_skills (pl);
713} 725}
714 726
715void 727void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 728get_party_password (object *op, partylist *party)
800{ 729{
801 if (party == NULL) 730 if (party == NULL)
802 { 731 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 733 return;
805 } 734 }
735
806 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 740}
811
812 741
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 743static int
815roll_stat (void) 744roll_stat (void)
816{ 745{
817 int a[4], i, j, k; 746 int a[4], i, j, k;
818 747
819 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
821 750
822 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 752 if (a[i] < k)
824 k = a[i], j = i; 753 k = a[i], j = i;
825 754
826 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 756 if (i != j)
829 k += a[i]; 757 k += a[i];
830 } 758
831 return k; 759 return k;
832} 760}
833 761
834void 762void
835roll_stats (object *op) 763object::roll_stats ()
836{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
837 int sum = 0; 769 int sum = 0;
838 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
840 772
841 do 773 if (sum >= 82 && sum <= 116)
774 break;
842 { 775 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 776
854 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 779
863 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
864 do 781 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 782
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 783 stats.exp = 0;
899 op->stats.ac = 0; 784 stats.ac = 0;
900 785
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
909 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
910} 798}
911 799
912void 800void
913Roll_Again (object *op) 801object::swap_stats (int a, int b)
914{ 802{
915 esrv_new_player (op->contr, 0); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 804
920void 805 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828}
829
830static void
831start_info (object *op)
922{ 832{
923 signed char tmp;
924 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
925 834
926 if (op->contr->Swap_First == -1) 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 839}
1041 840
1042/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1046 * not the class. 845 * not the class.
1047 */ 846 */
1048 847void
1049int 848player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 849{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
1068 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1070 859
1071 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1072 861
1073 if (op->msg) 862 if (ob->msg)
1074 op->msg = NULL; 863 ob->msg = 0;
1075 864
1076 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1077 * to save here. 866 * to save here.
1078 */ 867 */
868 {
869 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1081 873
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 874 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 877 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1090 fix_player (op); 879 ob->update_stats ();
1091 880
1092 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1093 * is one for this race 882 * is one for this race
1094 */ 883 */
1095 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1096 { 885 {
1097 object *tmp; 886 object *tmp;
1098 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1099 888
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 890 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1107 * default initial map */ 896 * default initial map */
1108 free_object (tmp); 897 tmp->destroy ();
1109 } 898 }
1110 else 899 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 901}
1114 return 0;
1115 }
1116 902
903void
904player::chargen_race_next ()
905{
1117 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1119 */ 908 */
1120 909
1121 tmp_loop = 0; 910 do
1122 while (!tmp_loop)
1123 { 911 {
1124 shstr name = op->name; 912 shstr name = ob->name;
1125 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1126 914
1127 remove_statbonus (op); 915 ob->remove_statbonus ();
1128 remove_ob (op); 916 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 918 ob->arch->copy_to (ob);
1131 op->instantiate (); 919 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1134 op->x = x; 922 ob->x = x;
1135 op->y = y; 923 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 927 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 928 }
929 while (!allowed_class (ob));
1142 930
1143 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 933 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 936 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 937}
1205 938
1206void 939void
1207flee_player (object *op) 940flee_player (object *op)
1208{ 941{
1238 { 971 {
1239 op->enemy = NULL; 972 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 974 return;
1242 } 975 }
976
1243 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1244 978
1245 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1247 { 981 {
1248 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1249 983
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 985 return;
1253 }
1254 } 986 }
987
1255 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 990 op->enemy = NULL;
1258} 991}
1259 992
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 995 * stop.
1264 */ 996 */
1265int 997int
1266check_pick (object *op) 998check_pick (object *op)
1267{ 999{
1268 object *tmp, *next; 1000 object *tmp, *next;
1269 int stop = 0; 1001 int stop = 0;
1270 int j, k, wvratio; 1002 int wvratio;
1271 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1272 1004
1273 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1275 return 1; 1007 return 1;
1276 1008
1344 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1079 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1084 }
1085
1381 /* philosophy: 1086 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1087 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1088 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1090 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1091 * example.
1387 * The drawback: right now it has no frontend, so you need to 1092 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1093 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1128 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1129 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1130 if (tmp->type == FOOD)
1426 { 1131 {
1427 pick_up (op, tmp); 1132 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1133 continue;
1431 } 1134 }
1135
1432 if (op->contr->mode & PU_DRINK) 1136 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1138 {
1435 pick_up (op, tmp); 1139 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1140 continue;
1439 } 1141 }
1440 1142
1441 if (op->contr->mode & PU_POTION) 1143 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1144 if (tmp->type == POTION)
1443 { 1145 {
1444 pick_up (op, tmp); 1146 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1147 continue;
1448 } 1148 }
1449 1149
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1150 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1151 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1152 if (tmp->type == SPELLBOOK)
1453 { 1153 {
1454 pick_up (op, tmp); 1154 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1155 continue;
1458 } 1156 }
1157
1459 if (op->contr->mode & PU_SKILLSCROLL) 1158 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1159 if (tmp->type == SKILLSCROLL)
1461 { 1160 {
1462 pick_up (op, tmp); 1161 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1162 continue;
1466 } 1163 }
1164
1467 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1469 { 1167 {
1470 pick_up (op, tmp); 1168 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1169 continue;
1474 } 1170 }
1475 1171
1476 /* wands/staves/rods/horns */ 1172 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1175 {
1480 pick_up (op, tmp); 1176 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1177 continue;
1484 } 1178 }
1485 1179
1486 /* pick up all magical items */ 1180 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1181 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1183 {
1490 pick_up (op, tmp); 1184 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1185 continue;
1494 } 1186 }
1495 1187
1496 if (op->contr->mode & PU_VALUABLES) 1188 if (op->contr->mode & PU_VALUABLES)
1497 { 1189 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1190 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1191 {
1500 pick_up (op, tmp); 1192 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1193 continue;
1504 } 1194 }
1505 } 1195 }
1506 1196
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1197 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1198 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1199 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1200 {
1511 pick_up (op, tmp); 1201 pick_up (op, tmp);
1202 continue;
1512 if (0) 1203 }
1513 fprintf (stderr, "JEWELS\n"); 1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1514 continue; 1210 continue;
1515 } 1211 }
1516 1212
1517 /* bows and arrows. Bows are good for selling! */ 1213 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1214 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1215 if (tmp->type == BOW)
1520 { 1216 {
1521 pick_up (op, tmp); 1217 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1218 continue;
1525 } 1219 }
1220
1526 if (op->contr->mode & PU_ARROW) 1221 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1222 if (tmp->type == ARROW)
1528 { 1223 {
1529 pick_up (op, tmp); 1224 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1225 continue;
1533 } 1226 }
1534 1227
1535 /* all kinds of armor etc. */ 1228 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1229 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1230 if (tmp->type == ARMOUR)
1538 { 1231 {
1539 pick_up (op, tmp); 1232 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1233 continue;
1543 } 1234 }
1235
1544 if (op->contr->mode & PU_HELMET) 1236 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1237 if (tmp->type == HELMET)
1546 { 1238 {
1547 pick_up (op, tmp); 1239 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1240 continue;
1551 } 1241 }
1242
1552 if (op->contr->mode & PU_SHIELD) 1243 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1244 if (tmp->type == SHIELD)
1554 { 1245 {
1555 pick_up (op, tmp); 1246 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1247 continue;
1559 } 1248 }
1249
1560 if (op->contr->mode & PU_BOOTS) 1250 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1251 if (tmp->type == BOOTS)
1562 { 1252 {
1563 pick_up (op, tmp); 1253 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1254 continue;
1567 } 1255 }
1256
1568 if (op->contr->mode & PU_GLOVES) 1257 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1258 if (tmp->type == GLOVES)
1570 { 1259 {
1571 pick_up (op, tmp); 1260 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1261 continue;
1575 } 1262 }
1263
1576 if (op->contr->mode & PU_CLOAK) 1264 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1265 if (tmp->type == CLOAK)
1578 { 1266 {
1579 pick_up (op, tmp); 1267 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1268 continue;
1583 } 1269 }
1584 1270
1585 /* hoping to catch throwing daggers here */ 1271 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1272 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1274 {
1589 pick_up (op, tmp); 1275 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1276 continue;
1593 } 1277 }
1594 1278
1595 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1597 { 1281 {
1598 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1599 { 1283 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1286 {
1603 pick_up (op, tmp); 1287 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1288 continue;
1607 } 1289 }
1608 } 1290 }
1291
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1293 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1612 { 1295 {
1613 pick_up (op, tmp); 1296 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1297 continue;
1617 } 1298 }
1618 } 1299 }
1619 } 1300 }
1620 1301
1621 /* misc stuff that's useful */ 1302 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1303 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1305 {
1625 pick_up (op, tmp); 1306 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1307 continue;
1629 } 1308 }
1630 1309
1631 /* any of the last 4 bits set means we use the ratio for value 1310 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1311 * pickups */
1645 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1646 { 1325 {
1647 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1648 } 1327 }
1649 else 1328 else
1650 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1651 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1652 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1653#endif 1332#endif
1654 continue; 1333 continue;
1655 } 1334 }
1656 } 1335 }
1657 } /* the new pickup model */ 1336 } /* the new pickup model */
1658 } 1337 }
1338
1659 return !stop; 1339 return !stop;
1660} 1340}
1661 1341
1662/* 1342/*
1663 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1665 * found object is returned. 1345 * found object is returned.
1666 */ 1346 */
1667object * 1347object *
1668find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1669{ 1349{
1670 object *tmp = NULL; 1350 object *tmp = 0;
1671 1351
1672 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1676 return op; 1356 return op;
1357
1677 return tmp; 1358 return tmp;
1678} 1359}
1679 1360
1680/* 1361/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1366 */
1686
1687object * 1367object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1369{
1690 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1724 else 1404 else
1725 { 1405 {
1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 { 1407 {
1728 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1730 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1731 { 1411 {
1732 tmp = arrow; 1412 tmp = arrow;
1733 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1734 } 1414 }
1735 } 1415 }
1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737 { 1417 {
1738 tmp = arrow; 1418 tmp = arrow;
1757 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1438 * op = the shooter
1759 * type = bow->race 1439 * type = bow->race
1760 * dir = fire direction 1440 * dir = fire direction
1761 */ 1441 */
1762
1763object * 1442object *
1764pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1765{ 1444{
1766 object *tmp = NULL; 1445 object *tmp = NULL;
1767 maptile *m; 1446 maptile *m;
1832 */ 1511 */
1833int 1512int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1514{
1836 object *left, *bow; 1515 object *left, *bow;
1837 int bowspeed, mflags; 1516 int mflags;
1838 maptile *m; 1517 maptile *m;
1839 1518
1840 if (!dir) 1519 if (!dir)
1841 { 1520 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1522 return 0;
1844 } 1523 }
1845 if (op->type == PLAYER) 1524
1846 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1847 else 1527 else
1848 { 1528 {
1849 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1851 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1536 if (!bow)
1857 { 1537 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1539 return 0;
1860 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1861 } 1549 }
1550
1862 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1863 { 1552 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1554 return 0;
1866 } 1555 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1556
1876 if (arrow == NULL) 1557 if (arrow == NULL)
1877 { 1558 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1560 {
1880 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1564 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1885 return 0; 1567 return 0;
1886 } 1568 }
1887 } 1569 }
1570
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1573 return 0;
1892 } 1574
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1576 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1578 return 0;
1897 } 1579 }
1898 1580
1899 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1582 if (arrow->nrof == 0)
1901 { 1583 {
1902 remove_ob (arrow); 1584 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1585 return 0;
1905 } 1586 }
1906 1587
1907 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1590 if (!arrow)
1910 { 1591 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1593 return 0;
1913 } 1594 }
1914 set_owner (arrow, op); 1595
1596 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1598 arrow->direction = dir;
1918 arrow->x = sx; 1599
1919 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1632
1921 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1922 { 1634 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1956 } 1642 }
1957 else 1643 else
1958 { 1644 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1645 arrow->level = op->level;
1961 } 1646 arrow->stats.wc -= bow->magic;
1962 1647
1963 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1964 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1965 1653
1966 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1656
1969 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1660
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1974 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1975 1663
1976 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1665 move_arrow (arrow);
1978 1666
1979 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1999{ 1687{
2000 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
2001 1689
2002 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
2003 { 1691 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1693 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1695 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1697 wcmod = -1;
1698
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1700 }
2012 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
2013 { 1702 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1708 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022 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);
2023
2024 } 1712 }
2025 else 1713 else
2026 { 1714 {
2027 /* Simple case */ 1715 /* Simple case */
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 } 1717 }
1718
2030 return ret; 1719 return ret;
2031} 1720}
2032
2033 1721
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
2036 */ 1724 */
2037void 1725void
2038fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
2039{ 1727{
2040 object *item; 1728 object *item = op->contr->ranged_ob;
2041 1729
2042 if (!op->contr->ranges[range_misc]) 1730 if (!item)
2043 { 1731 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1733 return;
2046 } 1734 }
2047 1735
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1736 if (!item->inv)
2050 { 1737 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1739 return;
2053 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2054 if (item->type == WAND) 1745 if (item->type == WAND)
2055 { 1746 {
2056 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2057 { 1748 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
2060 return; 1752 return;
2061 } 1753 }
2062 } 1754 }
2063 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2064 { 1756 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 { 1758 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2068 if (item->type == ROD) 1761 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1763 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
2072 return; 1766 return;
2073 } 1767 }
2074 } 1768 }
2075 1769
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2083 object *tmp; 1777 object *tmp;
2084 1778
2085 if (item->arch) 1779 if (item->arch)
2086 { 1780 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2089 item->speed = 0; 1783 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1784 }
1785
2092 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1788 }
2095 } 1789 }
2096 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1791 drain_rod_charge (item);
2099 }
2100 } 1792 }
2101} 1793}
2102 1794
2103/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2104 */ 1796 */
2105void 1797bool
2106fire (object *op, int dir) 1798fire (object *op, int dir)
2107{ 1799{
2108 int spellcost = 0; 1800 int spellcost = 0;
2109 1801
2110 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2112 make_visible (op); 1804 make_visible (op);
2113 1805
2114 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
2115 { 1812 }
2116 case range_none:
2117 return;
2118 1813
2119 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
2120 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2121 return; 1831 break;
2122 1832
2123 case range_magic: /* Casting spells */ 1833 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1835 break;
2126 1836
2127 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
2128 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2129 return; 1847 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1848 }
2158}
2159 1849
2160 1850 return true;
1851}
2161 1852
2162/* find_key 1853/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1858 * pl is the player,
2168 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2171 */ 1862 */
2172
2173object * 1863object *
2174find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2175{ 1865{
2176 object *tmp, *key; 1866 object *tmp, *key;
2177 1867
2178 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1869 if (!container->inv)
2180 return NULL; 1870 return 0;
2181 1871
2182 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1874 {
2185 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1876 break;
2187 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2189 */ 1879 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1881 break;
2192 } 1882 }
1883
2193 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1887 * a key, return
2197 */ 1888 */
2198 if (!tmp) 1889 if (!tmp)
2199 { 1890 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1892 {
2202 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1895 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2206 return key; 1897 return key;
2207 } 1898 }
2208 } 1899 }
1900
2209 if (!tmp) 1901 if (!tmp)
2210 return NULL; 1902 return NULL;
2211 } 1903 }
1904
2212 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1906 * see if we actually want to use it
2214 */ 1907 */
2215 if (pl != container) 1908 if (pl != container)
2216 { 1909 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1932 return NULL;
2240 } 1933 }
2241 } 1934 }
1935
2242 return tmp; 1936 return tmp;
2243} 1937}
2244 1938
2245/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1942 * 0 otherwise
2249 */ 1943 */
2250static int 1944static int
2251player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2252{ 1946{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2257 */ 1950 */
2258 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2259 1952
2260 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2261 if (key) 1954 if (key)
2262 { 1955 {
2263 object *container = key->env; 1956 object *container = key->env;
2264 1957
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2266 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2267 make_visible (op); 1959 make_visible (op);
1960
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2270 if (door->type == DOOR) 1964 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2275 { 1967 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1970 }
1971
2279 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2282 if (container != op) 1975 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2284 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2285 } 1979 }
2286 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2287 { 1981 {
2288 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 1984 return 1;
2291 } 1985 }
1986
2292 return 0; 1987 return 0;
2293} 1988}
2294 1989
2295/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2300 */ 1995 */
2301 1996bool
2302void
2303move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2304{ 1998{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 1999 int on_battleground;
2308 maptile *m;
2309 2000
2310 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2312 2003
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2314 2014
2315 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2319 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2320 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2321 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2022 * move_ob uses.
2323 */ 2023 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 maptile *m = op->map->xy_find (nx, ny);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2025
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2029 * on the space
2346 */ 2030 */
2347 while (tmp != NULL) 2031 object *mon;
2348 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2033 {
2350 { 2034 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2352 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2037 && mon != op)
2357 break; 2038 break;
2358 } 2039 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2040
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2042 return false; /* into a wall */
2366 2043
2367 if (mon->head != NULL)
2368 mon = mon->head; 2044 mon = mon->head_ ();
2369 2045
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2371 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2372 return; 2051 return true;
2052 }
2373 2053
2374 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2059 * and thus will not push them.
2380 */ 2060 */
2381 2061
2382 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2385 */ 2065 */
2386 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2387#if COZY_SERVER 2067 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2069 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2071 {
2396 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2073 if (op->contr->braced)
2398 return; 2074 return false;
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2400 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2401 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2084 make_visible (op);
2085
2403 return; 2086 return true;
2404 } 2087 }
2088 else
2089 return false;
2090 }
2405 2091
2406 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2095 * attack them either.
2410 */ 2096 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2414 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2101 && !on_battleground))
2416 && mon->contr-> 2102 {
2417 peaceful)) && 2103 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2104 {
2105 --op->speed_left;
2106
2423 if (!op->contr->braced) 2107 if (!op->contr->braced)
2424 { 2108 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2426 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2427 } 2111 }
2428 else 2112 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2114
2432 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2116 make_visible (op);
2434 }
2435 2117
2118 return true;
2119 }
2120 }
2436 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2123 */
2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2440 { 2127 {
2128 --op->speed_left;
2129
2441 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2443 make_visible (op); 2132 make_visible (op);
2444 }
2445 2133
2134 return true;
2135 }
2136 }
2446 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2447 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2142 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2145 {
2456 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2147 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2465 2149
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2150 skill_attack (mon, op, 0, 0, 0);
2470 2151
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2485 make_visible (op); 2153 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2154
2490int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2491move_player (object *op, int dir) 2163move_player (object *op, int dir)
2492{ 2164{
2493 int pick; 2165 int pick;
2494 2166
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2168 return 0;
2497 2169
2498 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2500 { 2172 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2174 return 0;
2503 } 2175 }
2504 2176
2505 /* peterm: added following line */ 2177 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2180
2509 op->facing = dir; 2181 op->facing = dir;
2510 2182
2511 if (op->hide) 2183 if (op->hide)
2512 do_hidden_move (op); 2184 do_hidden_move (op);
2513 2185
2186 bool retval;
2187
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2189 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2517 fire (op, dir); 2191 retval = fire (op, dir);
2518 else 2192 else
2519 { 2193 {
2520 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2195 pick = check_pick (op);
2522 } 2196 }
2523 2197
2524 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2199 * server can handle repeat firing.
2526 */ 2200 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2202 op->direction = dir;
2530 }
2531 else 2203 else
2532 {
2533 op->direction = 0; 2204 op->direction = 0;
2534 } 2205
2535 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2208 * for players.
2538 */ 2209 */
2539 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2540 return 0; 2211
2212 return retval;
2541} 2213}
2542 2214
2543/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2544 * new client/server stuff. 2216 * new client/server stuff.
2545 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2546 * the new speed values for commands. 2218 * the new speed values for commands.
2547 * 2219 *
2548 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2549 */ 2223 */
2550int 2224bool
2551handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2552{ 2226{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2228 {
2575 flee_player (op); 2229 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2230 {
2579 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2580 return 0; 2234 return true;
2581 } 2235 }
2582 } 2236 else
2583 2237 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2238 }
2595 2239
2596 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2242 * called, so we recheck it here.
2599 */ 2243 */
2600 HandleClient (&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2245 return true;
2603 2246
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2249
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2250 return false;
2620} 2251}
2621 2252
2622int 2253int
2623save_life (object *op) 2254save_life (object *op)
2624{ 2255{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2257 return 0;
2629 2258
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2261 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264
2635 if (op->contr) 2265 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2267
2638 free_object (tmp); 2268 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2640 if (op->stats.hp < 0) 2271 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2273
2642 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2643 op->stats.food = 999; 2275 op->stats.food = 999;
2644 fix_player (op); 2276
2277 op->update_stats ();
2645 return 1; 2278 return 1;
2646 } 2279 }
2280
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2284 return 0;
2651} 2285}
2653/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2654 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2655 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2656 * from. 2290 * from.
2657 */ 2291 */
2658void 2292static void
2659remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2660{ 2294{
2661 object *next;
2662
2663 while (op) 2295 while (op)
2664 { 2296 {
2665 next = op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2298
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2300 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2676 } 2305 }
2677 else if (op->inv) 2306 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2308
2679 op = next; 2309 op = next;
2680 } 2310 }
2681} 2311}
2682 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2683 2319
2684/* 2320/*
2685 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2337 else
2702 sprintf (buf, "%s\n", &op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2341 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2344 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2348 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2712 { 2350 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2353 strcat (buf2, buf);
2716 } 2354 }
2355
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2720 return buf2; 2360 return buf2;
2721} 2361}
2722
2723
2724 2362
2725void 2363void
2726do_some_living (object *op) 2364do_some_living (object *op)
2727{ 2365{
2728 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2372 int rate_grace = 2000;
2735 const int max_hp = 1; 2373 const int max_hp = 1;
2736 const int max_sp = 1; 2374 const int max_sp = 1;
2737 const int max_grace = 1; 2375 const int max_grace = 1;
2738 2376
2739 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2745 2395
2746 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2747 { 2397 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2402 else
2754 { 2403 {
2755 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2406 }
2407
2758 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2410 else
2761 { 2411 {
2762 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2414 }
2415
2765 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2418 else
2768 { 2419 {
2769 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2422 }
2772 2423
2773 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp)
2778 {
2779 op->stats.sp++;
2780 /* dms do not consume food */
2781 if (!QUERY_FLAG (op, FLAG_WIZ))
2782 {
2783 op->stats.food--;
2784 if (op->contr->digestion < 0)
2785 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food;
2788 }
2789 }
2790 if (max_sp > 1)
2791 {
2792 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0)
2794 {
2795 if (op->stats.sp < op->stats.maxsp)
2796 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--;
2800 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp;
2802 }
2803 op->last_sp = 0;
2804 }
2805 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 }
2810 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 }
2815
2816 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2819 { 2427 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2822 if (max_grace > 1) 2431 if (max_grace > 1)
2823 { 2432 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2434 if (over_grace > 0)
2826 { 2435 {
2838 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2839 } 2448 }
2840 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2841 } 2450 }
2842 2451
2452 if (op->stats.food > 0)
2453 {
2843 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2844 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2845 {
2846 if (op->stats.hp < op->stats.maxhp)
2847 { 2456 {
2848 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2849 /* dms do not consume food */ 2458
2850 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2851 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2852 op->stats.food--; 2466 op->stats.food--;
2467
2853 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2854 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2857 } 2473 }
2858 } 2474
2859 if (max_hp > 1) 2475 if (max_sp > 1)
2860 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0)
2863 { 2476 {
2864 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2865 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2866 } 2495 }
2867 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2868 { 2504 {
2869 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2870 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2871 } 2530 }
2872 else 2531 else
2873 {
2874 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2875 } 2533 }
2876 } 2534 }
2877 2535
2878 /* Digestion */ 2536 /* Digestion */
2879 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2880 { 2538 {
2881#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2541
2888 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2890 else 2543
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2892 /* dms do not consume food */ 2544 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2546 op->stats.food--;
2895 } 2547 }
2896 }
2897 2548
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2550 {
2900 object *tmp, *flesh = NULL; 2551 object *tmp, *flesh = 0;
2901 2552
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2554 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2556 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2560 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2562 break;
2912 } 2563 }
2913 else if (tmp->type == FLESH) 2564 else if (tmp->type == FLESH)
2914 flesh = tmp; 2565 flesh = tmp;
2915 } /* End if paid for object */ 2566 } /* End if paid for object */
2916 } /* end of for loop */ 2567 } /* end of for loop */
2568
2917 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2570 * eat flesh instead.
2919 */ 2571 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2573 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2924 } 2580 {
2925 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2926 2584
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2928 op->stats.food++, op->stats.hp--;
2929
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2931 kill_player (op); 2586 kill_player (op);
2587 }
2932} 2588}
2933
2934
2935 2589
2936/* If the player should die (lack of hp, food, etc), we call this. 2590/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2591 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2593 * file.
2957 object *tmp; 2611 object *tmp;
2958 2612
2959 if (save_life (op)) 2613 if (save_life (op))
2960 return; 2614 return;
2961 2615
2962
2963 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2964 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2965 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2966 */ 2619 */
2967 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2624
2972 /* restore player */ 2625 /* restore player */
2973 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2628 {
2977 remove_ob (tmp); 2629 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2631 }
2981 2632
2982 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2635 {
2986 remove_ob (tmp); 2636 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2638 }
2990 2639
2991 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2643 op->stats.food = 999;
2995 2644
2996 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2647 {
3000 sprintf (buf, "%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2649 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2653 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2657 }
3011 2658
3012 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2661 op->contr->braced = 0;
3019 2666
3020 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
3021 2668
3022 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
3023 { 2670 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
3033 } 2673 }
3034 else 2674 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
3044 } 2676
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
3046 2678
3047 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
3048 x = op->x; 2680 x = op->x;
3049 y = op->y; 2681 y = op->y;
3050 map = op->map; 2682 map = op->map;
3051 2683
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2685 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2686 * See the config.h file for a little more in depth detail about this.
3058 */ 2687 */
3059 2688
3060 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2691 * of death.
3063 */ 2692 */
3064#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2694 if (settings.balanced_stat_loss)
3066 { 2695 {
3067 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2698 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2701 little bit harder. */
3073 /* GD */ 2702 /* GD */
3074 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2704 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2705 else
3080 { 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
3081 num_stats_lose = 1; 2709 num_stats_lose = 1;
3082 } 2710
3083 lost_a_stat = 0; 2711 lost_a_stat = 0;
3084 2712
3085 for (z = 0; z < num_stats_lose; z++) 2713 for (z = 0; z < num_stats_lose; z++)
3086 { 2714 {
3087 i = RANDOM () % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
3088 2716
3089 if (settings.stat_loss_on_death) 2717 if (settings.stat_loss_on_death)
2718 {
2719 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost.
2721 */
2722 change_attr_value (&(op->stats), i, -1);
2723 check_stat_bounds (&(op->stats));
2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2725 check_stat_bounds (&(op->contr->orig_stats));
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 lost_a_stat = 1;
2728 }
2729 else
2730 {
2731 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion");
2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
3090 { 2737 {
3091 /* Pick a random stat and take a point off it. Tell the player 2738 dep = arch_to_object (deparch);
3092 * what he lost. 2739 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2740 }
3101 else 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
3102 { 2743 {
3103 /* deplete a stat */ 2744 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2745 /* Get the stat that we're about to deplete. */
3105 object *dep; 2746 this_stat = get_attr_value (&(dep->stats), i);
3106 2747 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2748 {
3110 dep = arch_to_object (deparch); 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2750 int keep_chance = this_stat * this_stat;
3112 } 2751
3113 lose_this_stat = 1; 2752 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2758 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2759 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2761 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2762 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2763 else
3155 if (this_stat >= -50)
3156 { 2764 {
3157 change_attr_value (&(dep->stats), i, -1); 2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2770 }
3163 } 2771 }
3164 } 2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a
2781 * difference.
2782 */
2783 if (this_stat >= -50)
2784 {
2785 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
3165 } 2791 }
2792 }
2793 }
3166 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2795 if (!lost_a_stat)
3168 { 2796 {
3169 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2798 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2799 const char *god = determine_god (op);
3172 2800
3173 if (god && (strcmp (god, "none"))) 2801 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2803 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2808#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2809
3181 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2811 * exp loss on the stone.
3183 */ 2812 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2815 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2817 tmp->name_pl = buf;
3189 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); 2818 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);
3190 tmp->msg = buf; 2819 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2820 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2822
3194 /**************************************/ 2823 /**************************************/
3195 /* */ 2824 /* */
3196 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
3199 /* */ 2828 /* */
3200
3201 /**************************************/ 2829 /**************************************/
3202 2830
3203 /* remove any poisoning and confusion the character may be suffering. */ 2831 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2832 /* restore player */
3205 at = archetype::find ("poisoning"); 2833 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
2835
3207 if (tmp) 2836 if (tmp)
3208 { 2837 {
3209 remove_ob (tmp); 2838 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2840 }
3213 2841
3214 at = archetype::find ("confusion"); 2842 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2843 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2844 if (tmp)
3217 { 2845 {
3218 remove_ob (tmp); 2846 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2848 }
2849
3222 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
3223 2851
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
3227 op->stats.food = 900; 2855 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2859
3232 /* 2860 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2861 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
3235 * in the map. 2863 */
3236 */ 2864 op->drop_unpaid_items ();
3237 2865
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op);
3240
3241 /****************************************/ 2866 /****************************************/
3242 /* */ 2867 /* */
3243 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3245 /* */ 2870 /* */
3246
3247 /****************************************/ 2871 /****************************************/
3248 2872
3249 enter_player_savebed (op); 2873 enter_player_savebed (op);
3250 2874
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2875 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2876
3257 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2880 * on the space that might harm the player.
3261 */ 2881 */
3262 will_kill_again = 0; 2882 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
3267 } 2886
3268 if (will_kill_again) 2887 if (will_kill_again)
3269 { 2888 {
3270 object *force; 2889 object *force;
3271 int at; 2890 int at;
3272 2891
3273 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2894 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2899 force->resist[at] = 100;
3282 } 2900
3283 insert_ob_in_ob (force, op); 2901 insert_ob_in_ob (force, op);
3284 fix_player (op); 2902 op->update_stats ();
3285 2903
3286 } 2904 }
3287 2905
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2907}
3357
3358 2908
3359void 2909void
3360loot_object (object *op) 2910loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3363 2913
3364 if (op->container) 2914 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2915
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3370 { 2917 {
3371 next = tmp->below; 2918 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2919
2920 if (tmp->invisible)
3373 continue; 2921 continue;
3374 remove_ob (tmp); 2922
2923 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3376 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2928
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2930 {
3382 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3383 { 2932 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2934 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2935 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2936 }
3388 else 2937 else
3389 free_object (tmp); 2938 tmp->destroy ();
3390 } 2939 }
3391 else 2940 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2941 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2942 }
3394} 2943}
3396/* 2945/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2948 * was changed.
3400 */ 2949 */
3401
3402void 2950void
3403fix_weight (void) 2951fix_weight (void)
3404{ 2952{
3405 player *pl; 2953 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2954 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2956
3411 if (old == sum) 2957 if (old == sum)
3412 continue; 2958 continue;
3413 fix_player (pl->ob); 2959 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2961 }
3416} 2962}
3417 2963
3418void 2964void
3419fix_luck (void) 2965fix_luck (void)
3420{ 2966{
3421 player *pl; 2967 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3426} 2970}
3427
3428 2971
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3432 */ 2975 */
3433
3434void 2976void
3435cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3436{ 2978{
3437 object *skop, *spob; 2979 object *skop, *spob;
3438 2980
3459 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3003
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3005
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3007}
3468 3008
3469void 3009void
3470make_visible (object *op) 3010make_visible (object *op)
3471{ 3011{
3474 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3475 { 3015 {
3476 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3478 } 3018 }
3019
3479 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3480} 3021}
3481 3022
3482int 3023int
3483is_true_undead (object *op) 3024is_true_undead (object *op)
3484{ 3025{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3488 return 1; 3027 return 1;
3489 3028
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3029 return 0;
3496} 3030}
3497 3031
3498/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3079 */
3546
3547void 3080void
3548do_hidden_move (object *op) 3081do_hidden_move (object *op)
3549{ 3082{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3084 object *skop;
3555 3088
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3090
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3562 { 3094 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3096 make_visible (op);
3565 return; 3097 return;
3566 } 3098 }
3567 else 3099 else
3568 num += 20; 3100 num += 20;
3569 } 3101
3570 num += op->map->difficulty; 3102 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3104 num -= hide;
3105
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3107 {
3575 make_visible (op); 3108 make_visible (op);
3576 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3111 }
3579 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3114}
3584 3115
3585/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3586 3117
3587int 3118int
3614 if (mflags & P_OUT_OF_MAP) 3145 if (mflags & P_OUT_OF_MAP)
3615 continue; 3146 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3148 continue;
3618 3149
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3151 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3153 return 1;
3623 else if (tmp->type == PLAYER) 3154 else if (tmp->type == PLAYER)
3624 { 3155 {
3635 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3636 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3637 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3638 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3639 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3640 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3641 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3642 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3643 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3644 * -b.t. 3175 * -b.t.
3645 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3646 */ 3177 */
3647
3648int 3178int
3649player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3650{ 3180{
3651 rv_vector rv; 3181 rv_vector rv;
3652 int dx, dy; 3182 int dx, dy;
3654 if (pl->type != PLAYER) 3184 if (pl->type != PLAYER)
3655 { 3185 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3187 return -1;
3658 } 3188 }
3189
3659 if (!pl || !op) 3190 if (!pl || !op)
3660 return 0; 3191 return 0;
3661 3192
3662 if (op->head)
3663 {
3664 op = op->head; 3193 op = op->head_ ();
3665 } 3194
3666 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3667 3196
3668 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3198 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3671 * a blocked los square. 3200 * a blocked los square.
3672 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3673 */ 3202 */
3674 while (op) 3203 while (op)
3675 { 3204 {
3676 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3677 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3678 3207
3679 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3210 * for any meaningful values.
3682 */ 3211 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3215 return 1;
3216
3687 op = op->more; 3217 op = op->more;
3688 } 3218 }
3219
3689 return 0; 3220 return 0;
3690} 3221}
3691 3222
3692/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3693 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3696 * return 0. 3227 * return 0.
3697 */ 3228 */
3698int 3229int
3699action_makes_visible (object *op) 3230action_makes_visible (object *op)
3700{ 3231{
3701
3702 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703 { 3233 {
3704 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3705 return 0; 3235 return 0;
3706 3236
3712 { 3242 {
3713 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3714 return 1; 3244 return 1;
3715 } 3245 }
3716 } 3246 }
3247
3717 return 0; 3248 return 0;
3718} 3249}
3719 3250
3720/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3721 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3726 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3727 */ 3258 */
3728int 3259int
3729op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3730{ 3261{
3731 object *tmp;
3732
3733 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3734 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3735 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3736 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3737 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3738 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3739 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3740 { 3269 {
3741 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742 { 3271 {
3743 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3744 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3745 { 3276 {
3746 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3747 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3748 { 3279 {
3749 object *invtmp;
3750
3751 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3752 { 3281 {
3753 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3754 { 3283 {
3755 if (x != NULL && y != NULL) 3284 if (x && y)
3756 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3757 return 1; 3287 return 1;
3758 } 3288 }
3759 } 3289 }
3760 } 3290 }
3291
3761 if (x != NULL && y != NULL) 3292 if (x && y)
3762 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3763 return 1; 3295 return 1;
3764 } 3296 }
3765 } 3297 }
3766 } 3298 }
3299
3767 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3768 return 0; 3301 return 0;
3769} 3302}
3770 3303
3771/* 3304/*
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3321 int i = 0, j = 0;
3789 3322
3790 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find ("dragon_ability_poison");
3799 3332
3800 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3801 return; 3334 return;
3802 3335
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3337
3805 if (tr == NULL || tr->item == NULL) 3338 if (!tr || !tr->item)
3806 { 3339 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3341 return;
3809 } 3342 }
3810 3343
3811 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3812 item = &(tr->item->clone); 3345 item = tr->item;
3813 3346
3814 if (item->type == SPELL) 3347 if (item->type == SPELL)
3815 { 3348 {
3816 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3817 return; 3350 return;
3876 { 3409 {
3877 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3411 object *skin;
3879 3412
3880 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3415 ;
3416
3882 if (skin == NULL) 3417 if (!skin)
3883 return; 3418 return;
3884 3419
3885 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3422 {
3932 * not readied. 3467 * not readied.
3933 */ 3468 */
3934void 3469void
3935player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3936{ 3471{
3937 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3938 3474
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3940 { 3476 pl->combat_ob = 0;
3477
3941 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3942 { 3479 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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