ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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 (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
321/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 385
335 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
337 389
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 390 set_first_map (pl->ob);
345 391
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 392 return pl;
354} 393}
355 394
356/* 395/*
357 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
360 */ 399 */
361archetype * 400archetype *
362get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
363{ 402{
364 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 404
366 for (;;) 405 for (;;)
367 { 406 {
368 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
369 at = first_archetype; 408 i = archetypes.begin ();
370 else 409 else if (*i == at)
371 at = at->next; 410 cleanup ("not a single player archetype found");
411
372 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
373 return at; 413 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 414 }
380} 415}
381
382 416
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 534 x = mon->x;
505 y = mon->y; 535 y = mon->y;
506 m = mon->map; 536 m = mon->map;
507 dir = rv.direction; 537 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
510 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 542 if (diff > max)
512 return 0; 543 return 0;
544
513 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
514 { 546 {
515 lastx = x; 547 lastx = x;
516 lasty = y; 548 lasty = y;
517 lastmap = m; 549 lastmap = m;
599 max--; 631 max--;
600 lastdir = dir; 632 lastdir = dir;
601 if (!firstdir) 633 if (!firstdir)
602 firstdir = dir; 634 firstdir = dir;
603 } 635 }
636
604 if (diff <= 1) 637 if (diff <= 1)
605 { 638 {
606 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 640 * headed toward player for entire distance.
608 */ 641 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 644 }
645
612 if (diff > max) 646 if (diff > max)
613 return 0; 647 return 0;
614 } 648 }
649
615 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
616 if (!max) 651 if (!max)
617 return 0; 652 return 0;
618 653
619 return firstdir; 654 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 685 {
651 remove_ob (op); 686 op->destroy ();
652 free_object (op);
653 continue; 687 continue;
654 } 688 }
655 } 689 }
656 690
657 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
669 break; 703 break;
670 704
671 if (tmp) 705 if (tmp)
672 { 706 {
673 remove_ob (op); 707 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 709 continue;
677 } 710 }
711
678 if (op->nrof > 1) 712 if (op->nrof > 1)
679 op->nrof = 1; 713 op->nrof = 1;
680 } 714 }
681 715
682 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 730 }
697 if (op->type == SPELL) 731 if (op->type == SPELL)
698 { 732 {
699 remove_ob (op); 733 op->destroy ();
700 free_object (op);
701 continue; 734 continue;
702 } 735 }
703 else if (op->type == SKILL) 736 else if (op->type == SKILL)
704 { 737 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
715 link_player_skills (pl); 748 link_player_skills (pl);
716} 749}
717 750
718void 751void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
803{ 753{
804 if (party == NULL) 754 if (party == NULL)
805 { 755 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 757 return;
808 } 758 }
759
809 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 764}
814
815 765
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 767static int
818roll_stat (void) 768roll_stat (void)
819{ 769{
820 int a[4], i, j, k; 770 int a[4], i, j, k;
821 771
822 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
824 774
825 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 776 if (a[i] < k)
827 k = a[i], j = i; 777 k = a[i], j = i;
828 778
829 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 780 if (i != j)
832 k += a[i]; 781 k += a[i];
833 } 782
834 return k; 783 return k;
835} 784}
836 785
837void 786void
838roll_stats (object *op) 787object::roll_stats ()
839{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
840 int sum = 0; 793 int sum = 0;
841 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
843 796
844 do 797 if (sum >= 82 && sum <= 116)
798 break;
845 { 799 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 800
857 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 803
866 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
867 do 805 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 806
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 807 stats.exp = 0;
902 op->stats.ac = 0; 808 stats.ac = 0;
903 809
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
912 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
913} 822}
914 823
915void 824void
916Roll_Again (object *op) 825object::swap_stats (int a, int b)
917{ 826{
918 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 828
923void 829 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
925{ 856{
926 signed char tmp;
927 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
928 858
929 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 863}
1044 864
1045/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1049 * not the class. 869 * not the class.
1050 */ 870 */
1051 871void
1052int 872player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 873{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1071 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1073 883
1074 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1075 885
1076 if (op->msg) 886 if (ob->msg)
1077 op->msg = NULL; 887 ob->msg = 0;
1078 888
1079 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1080 * to save here. 890 * to save here.
1081 */ 891 */
892 {
893 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1084 897
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 898 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 901 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1093 fix_player (op); 903 ob->update_stats ();
1094 904
1095 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1096 * is one for this race 906 * is one for this race
1097 */ 907 */
1098 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1099 { 909 {
1100 object *tmp; 910 object *tmp;
1101 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1102 912
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 914 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1110 * default initial map */ 920 * default initial map */
1111 free_object (tmp); 921 tmp->destroy ();
1112 } 922 }
1113 else 923 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 925}
1117 return 0;
1118 }
1119 926
927void
928player::chargen_race_next ()
929{
1120 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1122 */ 932 */
1123 933
1124 tmp_loop = 0; 934 do
1125 while (!tmp_loop)
1126 { 935 {
1127 shstr name = op->name; 936 shstr name = ob->name;
1128 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1129 938
1130 remove_statbonus (op); 939 ob->remove_statbonus ();
1131 remove_ob (op); 940 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1134 op->instantiate (); 943 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1137 op->x = x; 946 ob->x = x;
1138 op->y = y; 947 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 951 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 952 }
953 while (!allowed_class (ob));
1145 954
1146 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 957 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 960 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 961}
1208 962
1209void 963void
1210flee_player (object *op) 964flee_player (object *op)
1211{ 965{
1241 { 995 {
1242 op->enemy = NULL; 996 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 998 return;
1245 } 999 }
1000
1246 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1247 1002
1248 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1250 { 1005 {
1251 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1252 1007
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1009 return;
1256 }
1257 } 1010 }
1011
1258 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1014 op->enemy = NULL;
1261} 1015}
1262 1016
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1019 * stop.
1267 */ 1020 */
1268int 1021int
1269check_pick (object *op) 1022check_pick (object *op)
1270{ 1023{
1271 object *tmp, *next; 1024 object *tmp, *next;
1272 int stop = 0; 1025 int stop = 0;
1273 int j, k, wvratio; 1026 int wvratio;
1274 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1275 1028
1276 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1278 return 1; 1031 return 1;
1279 1032
1347 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1103 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1108 }
1109
1384 /* philosophy: 1110 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1115 * example.
1390 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1577 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1305 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1307 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1310 {
1585 pick_up (op, tmp); 1311 pick_up (op, tmp);
1586 continue; 1312 continue;
1587 } 1313 }
1588 } 1314 }
1589 1315
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1317 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1319 {
1594 pick_up (op, tmp); 1320 pick_up (op, tmp);
1595 continue; 1321 continue;
1596 } 1322 }
1597 } 1323 }
1622 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1623 { 1349 {
1624 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1625 } 1351 }
1626 else 1352 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1356#endif
1631 continue; 1357 continue;
1632 } 1358 }
1643 * found object is returned. 1369 * found object is returned.
1644 */ 1370 */
1645object * 1371object *
1646find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1647{ 1373{
1648 object *tmp = NULL; 1374 object *tmp = 0;
1649 1375
1650 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1654 return op; 1380 return op;
1381
1655 return tmp; 1382 return tmp;
1656} 1383}
1657 1384
1658/* 1385/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1390 */
1664
1665object * 1391object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1393{
1668 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1702 else 1428 else
1703 { 1429 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1431 {
1706 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1435 {
1710 tmp = arrow; 1436 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1438 }
1713 } 1439 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1441 {
1716 tmp = arrow; 1442 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1462 * op = the shooter
1737 * type = bow->race 1463 * type = bow->race
1738 * dir = fire direction 1464 * dir = fire direction
1739 */ 1465 */
1740
1741object * 1466object *
1742pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1743{ 1468{
1744 object *tmp = NULL; 1469 object *tmp = NULL;
1745 maptile *m; 1470 maptile *m;
1810 */ 1535 */
1811int 1536int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1538{
1814 object *left, *bow; 1539 object *left, *bow;
1815 int bowspeed, mflags; 1540 int mflags;
1816 maptile *m; 1541 maptile *m;
1817 1542
1818 if (!dir) 1543 if (!dir)
1819 { 1544 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1546 return 0;
1822 } 1547 }
1823 if (op->type == PLAYER) 1548
1824 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1825 else 1551 else
1826 { 1552 {
1827 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1560 if (!bow)
1835 { 1561 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1563 return 0;
1838 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1839 } 1573 }
1574
1840 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1841 { 1576 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1578 return 0;
1844 } 1579 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1580
1854 if (arrow == NULL) 1581 if (arrow == NULL)
1855 { 1582 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1584 {
1858 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1588 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1863 return 0; 1591 return 0;
1864 } 1592 }
1865 } 1593 }
1594
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1597 return 0;
1870 } 1598
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1600 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1602 return 0;
1875 } 1603 }
1876 1604
1877 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1879 { 1607 {
1880 remove_ob (arrow); 1608 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1609 return 0;
1883 } 1610 }
1884 1611
1885 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1614 if (!arrow)
1888 { 1615 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1617 return 0;
1891 } 1618 }
1892 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1622 arrow->direction = dir;
1896 arrow->x = sx; 1623
1897 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1656
1899 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1900 { 1658 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1934 } 1666 }
1935 else 1667 else
1936 { 1668 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1669 arrow->level = op->level;
1939 } 1670 arrow->stats.wc -= bow->magic;
1940 1671
1941 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1942 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1943 1677
1944 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1680
1947 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1684
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1953 1687
1954 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1689 move_arrow (arrow);
1956 1690
1957 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1977{ 1711{
1978 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1979 1713
1980 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1981 { 1715 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1717 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1719 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1721 wcmod = -1;
1722
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1724 }
1990 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1991 { 1726 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1732 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1736 }
2003 else 1737 else
2004 { 1738 {
2005 /* Simple case */ 1739 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1741 }
1742
2008 return ret; 1743 return ret;
2009} 1744}
2010
2011 1745
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2014 */ 1748 */
2015void 1749void
2016fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2017{ 1751{
2018 object *item; 1752 object *item = op->contr->ranged_ob;
2019 1753
2020 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2021 { 1755 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1757 return;
2024 } 1758 }
2025 1759
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1760 if (!item->inv)
2028 { 1761 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1763 return;
2031 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2032 if (item->type == WAND) 1769 if (item->type == WAND)
2033 { 1770 {
2034 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2035 { 1772 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2038 return; 1776 return;
2039 } 1777 }
2040 } 1778 }
2041 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2042 { 1780 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1782 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2046 if (item->type == ROD) 1785 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1787 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2050 return; 1790 return;
2051 } 1791 }
2052 } 1792 }
2053 1793
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2061 object *tmp; 1801 object *tmp;
2062 1802
2063 if (item->arch) 1803 if (item->arch)
2064 { 1804 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2067 item->speed = 0; 1807 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1808 }
1809
2070 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1812 }
2073 } 1813 }
2074 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1815 drain_rod_charge (item);
2077 }
2078 } 1816 }
2079} 1817}
2080 1818
2081/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2082 */ 1820 */
2083void 1821bool
2084fire (object *op, int dir) 1822fire (object *op, int dir)
2085{ 1823{
2086 int spellcost = 0; 1824 int spellcost = 0;
2087 1825
2088 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2090 make_visible (op); 1828 make_visible (op);
2091 1829
2092 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2093 { 1836 }
2094 case range_none:
2095 return;
2096 1837
2097 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2098 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2099 return; 1855 break;
2100 1856
2101 case range_magic: /* Casting spells */ 1857 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1859 break;
2104 1860
2105 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2106 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2107 return; 1871 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1872 }
2135}
2136 1873
2137 1874 return true;
1875}
2138 1876
2139/* find_key 1877/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1882 * pl is the player,
2145 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2148 */ 1886 */
2149
2150object * 1887object *
2151find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2152{ 1889{
2153 object *tmp, *key; 1890 object *tmp, *key;
2154 1891
2155 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1893 if (!container->inv)
2157 return NULL; 1894 return 0;
2158 1895
2159 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1898 {
2162 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1900 break;
2164 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2166 */ 1903 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1905 break;
2169 } 1906 }
1907
2170 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1911 * a key, return
2174 */ 1912 */
2175 if (!tmp) 1913 if (!tmp)
2176 { 1914 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1916 {
2179 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1919 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2183 return key; 1921 return key;
2184 } 1922 }
2185 } 1923 }
1924
2186 if (!tmp) 1925 if (!tmp)
2187 return NULL; 1926 return NULL;
2188 } 1927 }
1928
2189 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1930 * see if we actually want to use it
2191 */ 1931 */
2192 if (pl != container) 1932 if (pl != container)
2193 { 1933 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1956 return NULL;
2217 } 1957 }
2218 } 1958 }
1959
2219 return tmp; 1960 return tmp;
2220} 1961}
2221 1962
2222/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1966 * 0 otherwise
2226 */ 1967 */
2227static int 1968static int
2228player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2229{ 1970{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2234 */ 1974 */
2235 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2236 1976
2237 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2238 if (key) 1978 if (key)
2239 { 1979 {
2240 object *container = key->env; 1980 object *container = key->env;
2241 1981
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2243 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2244 make_visible (op); 1985 make_visible (op);
1986
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2247 if (door->type == DOOR) 1990 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2252 { 1993 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2254 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1996 }
1997
2256 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2259 if (container != op) 2001 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2261 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2262 } 2005 }
2263 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2264 { 2007 {
2265 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2010 return 1;
2268 } 2011 }
2012
2269 return 0; 2013 return 0;
2270} 2014}
2271 2015
2272/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2277 */ 2021 */
2278 2022bool
2279void
2280move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2281{ 2024{
2282 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2025 int on_battleground;
2285 maptile *m;
2286 2026
2287 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2289 2029
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2291 2040
2292 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2296 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2297 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2298 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2299 * move_ob uses. 2048 * move_ob uses.
2300 */ 2049 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2302 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 {
2305 m = get_map_from_coord (op->map, &nx, &ny);
2306 if (!m)
2307 return; /* Don't think this should happen */
2308 }
2309 else
2310 m = op->map;
2311 2051
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return;
2316 }
2317
2318 mon = NULL;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2055 * on the space
2323 */ 2056 */
2324 while (tmp != NULL) 2057 object *mon;
2325 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2326 if (tmp == op) 2059 {
2327 { 2060 if ((mon->flag [FLAG_ALIVE]
2328 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2329 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2330 }
2331
2332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2333 {
2334 mon = tmp; 2063 && mon != op)
2335 break; 2064 break;
2336 } 2065 }
2337 2066
2338 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2339 mon = tmp;
2340
2341 tmp = tmp->above;
2342 }
2343
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2068 return false; /* into a wall */
2346 2069
2347 if (mon->head != NULL)
2348 mon = mon->head; 2070 mon = mon->head_ ();
2349 2071
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2351 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2352 return; 2077 return true;
2078 }
2353 2079
2354 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2355 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2356 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2357 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2358 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2359 * and thus will not push them. 2085 * and thus will not push them.
2360 */ 2086 */
2361 2087
2362 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2365 */ 2091 */
2366 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2367#if COZY_SERVER 2093 && ((mon->owner && mon->owner->contr
2368 &&
2369 ((get_owner (mon) && get_owner (mon)->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2371#else 2095 || mon->owner == op)
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2097 {
2376 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2099 if (op->contr->braced)
2378 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2381 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2110 make_visible (op);
2111
2383 return; 2112 return true;
2384 } 2113 }
2114 else
2115 return false;
2116 }
2385 2117
2386 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2388 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2389 * attack them either. 2121 * attack them either.
2390 */ 2122 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2393#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2394 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2395 || (mon->type == PLAYER 2127 && !on_battleground))
2396 && mon->contr-> 2128 {
2397 peaceful)) && 2129 if (op->speed_left > 0.f)
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 { 2130 {
2131 --op->speed_left;
2132
2403 if (!op->contr->braced) 2133 if (!op->contr->braced)
2404 { 2134 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2407 } 2137 }
2408 else 2138 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2140
2412 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2142 make_visible (op);
2414 }
2415 2143
2144 return true;
2145 }
2146 }
2416 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2417 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2418 */ 2149 */
2419 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2420 { 2153 {
2154 --op->speed_left;
2155
2421 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2422 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2423 make_visible (op); 2158 make_visible (op);
2424 }
2425 2159
2160 return true;
2161 }
2162 }
2426 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2427 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2168 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2171 {
2436 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit)
2443 { 2173 {
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2445 2175
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 }
2448
2449 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2450 2177
2451 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is
2454 * the wiz.
2455 */
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 {
2458 short luck = mon->stats.luck;
2459
2460 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL);
2462 mon->stats.luck = luck;
2463 }
2464 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2465 make_visible (op); 2179 make_visible (op);
2466 }
2467 } /* if player should attack something */
2468}
2469 2180
2470int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2471move_player (object *op, int dir) 2189move_player (object *op, int dir)
2472{ 2190{
2473 int pick; 2191 int pick;
2474 2192
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2194 return 0;
2477 2195
2478 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2480 { 2198 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2200 return 0;
2483 } 2201 }
2484 2202
2485 /* peterm: added following line */ 2203 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2206
2489 op->facing = dir; 2207 op->facing = dir;
2490 2208
2491 if (op->hide) 2209 if (op->hide)
2492 do_hidden_move (op); 2210 do_hidden_move (op);
2493 2211
2212 bool retval;
2213
2494 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495 /*nop */ ; 2215 retval = RESULT_INT (0);
2496 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2497 fire (op, dir); 2217 retval = fire (op, dir);
2498 else 2218 else
2499 { 2219 {
2500 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2501 pick = check_pick (op); 2221 pick = check_pick (op);
2502 } 2222 }
2503 2223
2504 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2225 * server can handle repeat firing.
2506 */ 2226 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2228 op->direction = dir;
2510 }
2511 else 2229 else
2512 {
2513 op->direction = 0; 2230 op->direction = 0;
2514 } 2231
2515 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2234 * for players.
2518 */ 2235 */
2519 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2520 return 0; 2237
2238 return retval;
2521} 2239}
2522 2240
2523/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2524 * new client/server stuff. 2242 * new client/server stuff.
2525 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2526 * the new speed values for commands. 2244 * the new speed values for commands.
2527 * 2245 *
2528 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2529 */ 2249 */
2530int 2250bool
2531handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2532{ 2252{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2254 {
2555 flee_player (op); 2255 if (op->speed_left > 0.f)
2556 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2256 {
2559 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2560 return 0; 2260 return true;
2561 } 2261 }
2262 else
2263 return false;
2562 } 2264 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2265
2572 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2268 * called, so we recheck it here.
2575 */ 2269 */
2576 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2271 return true;
2579 2272
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 {
2582 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--;
2584
2585 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff.
2588 */
2589 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2590 if (op->speed_left > 0) 2275
2591 return 1;
2592 else
2593 return 0;
2594 }
2595 return 0; 2276 return false;
2596} 2277}
2597 2278
2598int 2279int
2599save_life (object *op) 2280save_life (object *op)
2600{ 2281{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2283 return 0;
2605 2284
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2287 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2611 if (op->contr) 2291 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2293
2614 free_object (tmp); 2294 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2616 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2618 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2619 op->stats.food = 999; 2301 op->stats.food = 999;
2620 fix_player (op); 2302
2303 op->update_stats ();
2621 return 1; 2304 return 1;
2622 } 2305 }
2306
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2310 return 0;
2627} 2311}
2632 * from. 2316 * from.
2633 */ 2317 */
2634void 2318void
2635remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2636{ 2320{
2637 object *next;
2638
2639 while (op) 2321 while (op)
2640 { 2322 {
2641 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2324
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2326 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2652 } 2331 }
2653 else if (op->inv) 2332 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2655 op = next; 2335 op = next;
2656 } 2336 }
2657} 2337}
2658
2659 2338
2660/* 2339/*
2661 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2356 else
2678 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2360 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2363 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2367 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2688 { 2369 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2372 strcat (buf2, buf);
2692 } 2373 }
2374
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2696 return buf2; 2379 return buf2;
2697} 2380}
2698
2699
2700 2381
2701void 2382void
2702do_some_living (object *op) 2383do_some_living (object *op)
2703{ 2384{
2704 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2391 int rate_grace = 2000;
2711 const int max_hp = 1; 2392 const int max_hp = 1;
2712 const int max_sp = 1; 2393 const int max_sp = 1;
2713 const int max_grace = 1; 2394 const int max_grace = 1;
2714 2395
2715 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2721 2414
2722 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2723 { 2416 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2421 else
2730 { 2422 {
2731 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2425 }
2426
2734 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2429 else
2737 { 2430 {
2738 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2433 }
2434
2741 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2437 else
2744 { 2438 {
2745 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2441 }
2748 2442
2749 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2445 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2754 { 2448 {
2755 op->stats.sp++; 2449 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2457 op->stats.food = last_food;
2764 } 2458 }
2765 } 2459 }
2460
2766 if (max_sp > 1) 2461 if (max_sp > 1)
2767 { 2462 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2464 if (over_sp > 0)
2770 { 2465 {
2771 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2772 { 2467 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2471 op->stats.sp--;
2472
2776 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2778 } 2475 }
2779 op->last_sp = 0; 2476 op->last_sp = 0;
2780 } 2477 }
2781 else 2478 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2480 }
2786 else 2481 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2483 }
2791 2484
2792 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2795 { 2488 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2798 if (max_grace > 1) 2492 if (max_grace > 1)
2799 { 2493 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2495 if (over_grace > 0)
2802 { 2496 {
2830 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2526 op->stats.food = last_food;
2833 } 2527 }
2834 } 2528 }
2529
2835 if (max_hp > 1) 2530 if (max_hp > 1)
2836 { 2531 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2533 if (over_hp > 0)
2839 { 2534 {
2852 } 2547 }
2853 2548
2854 /* Digestion */ 2549 /* Digestion */
2855 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2856 { 2551 {
2857#ifdef COZY_SERVER
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2553
2864 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2556 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2868 /* dms do not consume food */ 2559 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2561 op->stats.food--;
2871 } 2562 }
2872 }
2873 2563
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2565 {
2876 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2877 2567
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2569 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2883 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2577 break;
2888 } 2578 }
2889 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2890 flesh = tmp; 2580 flesh = tmp;
2891 } /* End if paid for object */ 2581 } /* End if paid for object */
2892 } /* end of for loop */ 2582 } /* end of for loop */
2583
2893 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2585 * eat flesh instead.
2895 */ 2586 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2588 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2900 } 2591 }
2901 } /* end if player is starving */ 2592 }
2902 2593
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2905 2596
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2598 kill_player (op);
2599 }
2908} 2600}
2909
2910
2911 2601
2912/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2605 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2637
2948 /* restore player */ 2638 /* restore player */
2949 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2641 {
2953 remove_ob (tmp); 2642 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2644 }
2957 2645
2958 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2648 {
2962 remove_ob (tmp); 2649 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2651 }
2966 2652
2967 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2656 op->stats.food = 999;
2971 2657
2972 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2660 {
2976 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2662 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2666 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2670 }
2987 2671
2988 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2674 op->contr->braced = 0;
2995 2679
2996 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2997 2681
2998 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2999 { 2683 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3009 } 2686 }
3010 else 2687 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3020 } 2689
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2691
3023 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3024 x = op->x; 2693 x = op->x;
3025 y = op->y; 2694 y = op->y;
3026 map = op->map; 2695 map = op->map;
3027 2696
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3034 */ 2700 */
3035 2701
3036 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2704 * of death.
3039 */ 2705 */
3040#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3042 { 2708 {
3043 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2711 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2714 little bit harder. */
3049 /* GD */ 2715 /* GD */
3050 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2717 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2718 else
3056 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3057 num_stats_lose = 1; 2722 num_stats_lose = 1;
3058 } 2723
3059 lost_a_stat = 0; 2724 lost_a_stat = 0;
3060 2725
3061 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3062 { 2727 {
3063 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3064 2729
3065 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3066 { 2750 {
3067 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3068 * what he lost. 2752 insert_ob_in_ob (dep, op);
3069 */
3070 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1;
3076 } 2753 }
3077 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3078 { 2756 {
3079 /* deplete a stat */ 2757 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3081 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3082 2760 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2761 {
3086 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3088 } 2764
3089 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2771 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2772 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2774 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2775 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2776 else
3131 if (this_stat >= -50)
3132 { 2777 {
3133 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2783 }
3139 } 2784 }
3140 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3141 } 2804 }
2805 }
2806 }
3142 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2808 if (!lost_a_stat)
3144 { 2809 {
3145 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3148 2813
3149 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2816 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2818 }
3154#else 2819#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2821#endif
3157 2822
3158 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2824 * exp loss on the stone.
3160 */ 2825 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2828 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3166 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); 2831 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);
3167 tmp->msg = buf; 2832 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2835
3171 /**************************************/ 2836 /**************************************/
3172 /* */ 2837 /* */
3173 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3176 /* */ 2841 /* */
3177 /**************************************/ 2842 /**************************************/
3178 2843
3179 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2845 /* restore player */
3181 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3183 if (tmp) 2849 if (tmp)
3184 { 2850 {
3185 remove_ob (tmp); 2851 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2853 }
3189 2854
3190 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2857 if (tmp)
3193 { 2858 {
3194 remove_ob (tmp); 2859 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2861 }
3198 2862
3199 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3200 2864
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3204 op->stats.food = 900; 2868 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2872
3209 /* 2873 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3212 * in the map. 2876 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3217 2878
3218 /****************************************/ 2879 /****************************************/
3219 /* */ 2880 /* */
3220 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3222 /* */ 2883 /* */
3223 /****************************************/ 2884 /****************************************/
3224 2885
3225 enter_player_savebed (op); 2886 enter_player_savebed (op);
3226 2887
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2888 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2889
3233 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2893 * on the space that might harm the player.
3237 */ 2894 */
3238 will_kill_again = 0; 2895 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3242 2899
3243 if (will_kill_again) 2900 if (will_kill_again)
3244 { 2901 {
3245 object *force; 2902 object *force;
3246 int at; 2903 int at;
3247 2904
3248 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2907 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2912 force->resist[at] = 100;
3256 2913
3257 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3258 fix_player (op); 2915 op->update_stats ();
3259 2916
3260 } 2917 }
3261 2918
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2920}
3332
3333 2921
3334void 2922void
3335loot_object (object *op) 2923loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3338 2926
3339 if (op->container) 2927 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2928
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3345 { 2930 {
3346 next = tmp->below; 2931 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3348 continue; 2934 continue;
3349 remove_ob (tmp); 2935
2936 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3351 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2941
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2943 {
3357 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3358 { 2945 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2947 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2949 }
3363 else 2950 else
3364 free_object (tmp); 2951 tmp->destroy ();
3365 } 2952 }
3366 else 2953 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2955 }
3369} 2956}
3371/* 2958/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2961 * was changed.
3375 */ 2962 */
3376
3377void 2963void
3378fix_weight (void) 2964fix_weight (void)
3379{ 2965{
3380 player *pl; 2966 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2967 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2969
3386 if (old == sum) 2970 if (old == sum)
3387 continue; 2971 continue;
3388 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2974 }
3391} 2975}
3392 2976
3393void 2977void
3394fix_luck (void) 2978fix_luck (void)
3395{ 2979{
3396 player *pl; 2980 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3401} 2983}
3402
3403 2984
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3407 */ 2988 */
3408
3409void 2989void
3410cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3411{ 2991{
3412 object *skop, *spob; 2992 object *skop, *spob;
3413 2993
3434 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3016
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3018
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3020}
3443 3021
3444void 3022void
3445make_visible (object *op) 3023make_visible (object *op)
3446{ 3024{
3449 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3450 { 3028 {
3451 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3453 } 3031 }
3032
3454 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3455} 3034}
3456 3035
3457int 3036int
3458is_true_undead (object *op) 3037is_true_undead (object *op)
3459{ 3038{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3463 return 1; 3040 return 1;
3464 3041
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3042 return 0;
3471} 3043}
3472 3044
3473/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3516/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3517 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3518 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3519 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3520 */ 3092 */
3521
3522void 3093void
3523do_hidden_move (object *op) 3094do_hidden_move (object *op)
3524{ 3095{
3525 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3526 object *skop; 3097 object *skop;
3530 3101
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3103
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3537 { 3107 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3109 make_visible (op);
3540 return; 3110 return;
3541 } 3111 }
3542 else 3112 else
3543 num += 20; 3113 num += 20;
3544 } 3114
3545 num += op->map->difficulty; 3115 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3117 num -= hide;
3118
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3120 {
3550 make_visible (op); 3121 make_visible (op);
3551 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3124 }
3554 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3127}
3559 3128
3560/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3561 3130
3562int 3131int
3589 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3590 continue; 3159 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3161 continue;
3593 3162
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3164 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3166 return 1;
3598 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3599 { 3168 {
3629 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3630 { 3199 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3201 return -1;
3633 } 3202 }
3203
3634 if (!pl || !op) 3204 if (!pl || !op)
3635 return 0; 3205 return 0;
3636 3206
3637 if (op->head)
3638 {
3639 op = op->head; 3207 op = op->head_ ();
3640 } 3208
3641 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3642 3210
3643 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3212 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3646 * a blocked los square. 3214 * a blocked los square.
3647 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3648 */ 3216 */
3649 while (op) 3217 while (op)
3650 { 3218 {
3651 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3652 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3653 3221
3654 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3224 * for any meaningful values.
3657 */ 3225 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3229 return 1;
3662 op = op->more; 3230 op = op->more;
3663 } 3231 }
3664 return 0; 3232 return 0;
3665} 3233}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3331 int i = 0, j = 0;
3764 3332
3765 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3774 3342
3775 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3776 return; 3344 return;
3777 3345
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3347
3780 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3781 { 3349 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3351 return;
3784 } 3352 }
3785 3353
3786 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3787 item = &(tr->item->clone); 3355 item = tr->item;
3788 3356
3789 if (item->type == SPELL) 3357 if (item->type == SPELL)
3790 { 3358 {
3791 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3792 return; 3360 return;
3851 { 3419 {
3852 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3421 object *skin;
3854 3422
3855 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3857 if (skin == NULL) 3427 if (!skin)
3858 return; 3428 return;
3859 3429
3860 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3432 {
3907 * not readied. 3477 * not readied.
3908 */ 3478 */
3909void 3479void
3910player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3911{ 3481{
3912 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3913 3484
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3915 { 3486 pl->combat_ob = 0;
3487
3916 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3917 { 3489 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines