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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 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 */ 128 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 */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
319/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
321 * mode. 379 * mode.
322 */ 380 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 381player *
382player::create ()
383{
384 player *pl = new player;
328 385
329 p = get_player (NULL); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 387
333 if (p->socket.faces_sent == NULL) 388 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
335 391
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 392 set_first_map (pl->ob);
343 393
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 394 return pl;
352} 395}
353 396
354/* 397/*
355 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
358 */ 401 */
359archetype * 402archetype *
360get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
361{ 404{
362 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 406
364 for (;;) 407 for (;;)
365 { 408 {
366 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
367 at = first_archetype; 410 i = archetypes.begin ();
368 else 411 else if (*i == at)
369 at = at->next; 412 cleanup ("not a single player archetype found");
413
370 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
371 return at; 415 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 416 }
378} 417}
379
380 418
381object * 419object *
382get_nearest_player (object *mon) 420get_nearest_player (object *mon)
383{ 421{
384 object *op = NULL; 422 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 423 objectlink *ol;
387 unsigned lastdist; 424 unsigned lastdist;
388 rv_vector rv; 425 rv_vector rv;
389 426
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 428 {
392 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 436 object *tmp = ol->ob;
400 437
401 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 439 * itself will have been cleared.
403 */ 440 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
405 ol = ol->next; 443 ol = ol->next;
406 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
407 if (!ol) 445 if (!ol)
408 return op; 446 return op;
409 } 447 }
422 { 460 {
423 op = ol->ob; 461 op = ol->ob;
424 lastdist = rv.distance; 462 lastdist = rv.distance;
425 } 463 }
426 } 464 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 465
428 { 466 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
433 { 469 {
434 op = pl->ob; 470 op = pl->ob;
435 lastdist = rv.distance; 471 lastdist = rv.distance;
436 } 472 }
437 } 473
438 }
439#if 0 474#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 476#endif
442 return op; 477 return op;
443} 478}
461 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 498 * is probably not a good thing.
464 */ 499 */
465#define MAX_SPACES 50 500#define MAX_SPACES 50
466
467 501
468/* 502/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 536 x = mon->x;
503 y = mon->y; 537 y = mon->y;
504 m = mon->map; 538 m = mon->map;
505 dir = rv.direction; 539 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
508 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 544 if (diff > max)
510 return 0; 545 return 0;
546
511 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
512 { 548 {
513 lastx = x; 549 lastx = x;
514 lasty = y; 550 lasty = y;
515 lastmap = m; 551 lastmap = m;
597 max--; 633 max--;
598 lastdir = dir; 634 lastdir = dir;
599 if (!firstdir) 635 if (!firstdir)
600 firstdir = dir; 636 firstdir = dir;
601 } 637 }
638
602 if (diff <= 1) 639 if (diff <= 1)
603 { 640 {
604 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 642 * headed toward player for entire distance.
606 */ 643 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 646 }
647
610 if (diff > max) 648 if (diff > max)
611 return 0; 649 return 0;
612 } 650 }
651
613 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
614 if (!max) 653 if (!max)
615 return 0; 654 return 0;
616 655
617 return firstdir; 656 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 687 {
649 remove_ob (op); 688 op->destroy ();
650 free_object (op);
651 continue; 689 continue;
652 } 690 }
653 } 691 }
654 692
655 /* This really needs to be better - we should really give 693 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 704 if (tmp->type == op->type && tmp->name == op->name)
667 break; 705 break;
668 706
669 if (tmp) 707 if (tmp)
670 { 708 {
671 remove_ob (op); 709 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 711 continue;
675 } 712 }
713
676 if (op->nrof > 1) 714 if (op->nrof > 1)
677 op->nrof = 1; 715 op->nrof = 1;
678 } 716 }
679 717
680 if (op->type == SPELLBOOK && op->inv) 718 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 732 }
695 if (op->type == SPELL) 733 if (op->type == SPELL)
696 { 734 {
697 remove_ob (op); 735 op->destroy ();
698 free_object (op);
699 continue; 736 continue;
700 } 737 }
701 else if (op->type == SKILL) 738 else if (op->type == SKILL)
702 { 739 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
713 link_player_skills (pl); 750 link_player_skills (pl);
714} 751}
715 752
716void 753void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
801{ 755{
802 if (party == NULL) 756 if (party == NULL)
803 { 757 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 759 return;
806 } 760 }
761
807 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 766}
812
813 767
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 769static int
816roll_stat (void) 770roll_stat (void)
817{ 771{
818 int a[4], i, j, k; 772 int a[4], i, j, k;
819 773
820 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
822 776
823 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 778 if (a[i] < k)
825 k = a[i], j = i; 779 k = a[i], j = i;
826 780
827 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 782 if (i != j)
830 k += a[i]; 783 k += a[i];
831 } 784
832 return k; 785 return k;
833} 786}
834 787
835void 788void
836roll_stats (object *op) 789object::roll_stats ()
837{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
838 int sum = 0; 795 int sum = 0;
839 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
841 798
842 do 799 if (sum >= 82 && sum <= 116)
800 break;
843 { 801 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 802
855 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 805
864 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
865 do 807 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 808
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 809 stats.exp = 0;
900 op->stats.ac = 0; 810 stats.ac = 0;
901 811
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
910 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
911} 824}
912 825
913void 826void
914Roll_Again (object *op) 827object::swap_stats (int a, int b)
915{ 828{
916 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 830
921void 831 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
923{ 858{
924 signed char tmp;
925 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
926 860
927 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 865}
1042 866
1043/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1047 * not the class. 871 * not the class.
1048 */ 872 */
1049 873void
1050int 874player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 875{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1069 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1071 885
1072 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1073 887
1074 if (op->msg) 888 if (ob->msg)
1075 op->msg = NULL; 889 ob->msg = 0;
1076 890
1077 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1078 * to save here. 892 * to save here.
1079 */ 893 */
894 {
895 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1082 899
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 900 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 903 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1091 fix_player (op); 905 ob->update_stats ();
1092 906
1093 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1094 * is one for this race 908 * is one for this race
1095 */ 909 */
1096 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1097 { 911 {
1098 object *tmp; 912 object *tmp;
1099 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1100 914
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1102 tmp = get_object (); 916 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1108 * default initial map */ 922 * default initial map */
1109 free_object (tmp); 923 tmp->destroy ();
1110 } 924 }
1111 else 925 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 927}
1115 return 0;
1116 }
1117 928
929void
930player::chargen_race_next ()
931{
1118 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1120 */ 934 */
1121 935
1122 tmp_loop = 0; 936 do
1123 while (!tmp_loop)
1124 { 937 {
1125 shstr name = op->name; 938 shstr name = ob->name;
1126 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1127 940
1128 remove_statbonus (op); 941 ob->remove_statbonus ();
1129 remove_ob (op); 942 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 944 ob->arch->copy_to (ob);
1132 op->instantiate (); 945 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1135 op->x = x; 948 ob->x = x;
1136 op->y = y; 949 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 953 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 954 }
955 while (!allowed_class (ob));
1143 956
1144 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 959 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 962 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 963}
1206 964
1207void 965void
1208flee_player (object *op) 966flee_player (object *op)
1209{ 967{
1239 { 997 {
1240 op->enemy = NULL; 998 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1000 return;
1243 } 1001 }
1002
1244 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1245 1004
1246 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1248 { 1007 {
1249 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1250 1009
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1011 return;
1254 }
1255 } 1012 }
1013
1256 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1016 op->enemy = NULL;
1259} 1017}
1260 1018
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 1021 * stop.
1265 */ 1022 */
1266int 1023int
1267check_pick (object *op) 1024check_pick (object *op)
1268{ 1025{
1269 object *tmp, *next; 1026 object *tmp, *next;
1270 int stop = 0; 1027 int stop = 0;
1271 int j, k, wvratio; 1028 int wvratio;
1272 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1273 1030
1274 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1276 return 1; 1033 return 1;
1277 1034
1345 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1105 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1110 }
1111
1382 /* philosophy: 1112 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1117 * example.
1388 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1575 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1577 { 1307 {
1578 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1579 { 1309 {
1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1582 { 1312 {
1583 pick_up (op, tmp); 1313 pick_up (op, tmp);
1584 continue; 1314 continue;
1585 } 1315 }
1586 } 1316 }
1587 1317
1588 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1589 { 1319 {
1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1591 { 1321 {
1592 pick_up (op, tmp); 1322 pick_up (op, tmp);
1593 continue; 1323 continue;
1594 } 1324 }
1595 } 1325 }
1620 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1621 { 1351 {
1622 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1623 } 1353 }
1624 else 1354 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1628#endif 1358#endif
1629 continue; 1359 continue;
1630 } 1360 }
1641 * found object is returned. 1371 * found object is returned.
1642 */ 1372 */
1643object * 1373object *
1644find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1645{ 1375{
1646 object *tmp = NULL; 1376 object *tmp = 0;
1647 1377
1648 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1652 return op; 1382 return op;
1383
1653 return tmp; 1384 return tmp;
1654} 1385}
1655 1386
1656/* 1387/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1392 */
1662
1663object * 1393object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1395{
1666 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1700 else 1430 else
1701 { 1431 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1433 {
1704 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1707 { 1437 {
1708 tmp = arrow; 1438 tmp = arrow;
1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1710 } 1440 }
1711 } 1441 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1443 {
1714 tmp = arrow; 1444 tmp = arrow;
1733 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1464 * op = the shooter
1735 * type = bow->race 1465 * type = bow->race
1736 * dir = fire direction 1466 * dir = fire direction
1737 */ 1467 */
1738
1739object * 1468object *
1740pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1741{ 1470{
1742 object *tmp = NULL; 1471 object *tmp = NULL;
1743 maptile *m; 1472 maptile *m;
1808 */ 1537 */
1809int 1538int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1540{
1812 object *left, *bow; 1541 object *left, *bow;
1813 int bowspeed, mflags; 1542 int mflags;
1814 maptile *m; 1543 maptile *m;
1815 1544
1816 if (!dir) 1545 if (!dir)
1817 { 1546 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1548 return 0;
1820 } 1549 }
1821 if (op->type == PLAYER) 1550
1822 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1823 else 1553 else
1824 { 1554 {
1825 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1562 if (!bow)
1833 { 1563 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1565 return 0;
1836 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1837 } 1575 }
1576
1838 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1839 { 1578 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1580 return 0;
1842 } 1581 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1582
1852 if (arrow == NULL) 1583 if (arrow == NULL)
1853 { 1584 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1586 {
1856 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1590 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1861 return 0; 1593 return 0;
1862 } 1594 }
1863 } 1595 }
1596
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1599 return 0;
1868 } 1600
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1602 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1604 return 0;
1873 } 1605 }
1874 1606
1875 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1608 if (arrow->nrof == 0)
1877 { 1609 {
1878 remove_ob (arrow); 1610 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1611 return 0;
1881 } 1612 }
1882 1613
1883 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1616 if (!arrow)
1886 { 1617 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1619 return 0;
1889 } 1620 }
1890 set_owner (arrow, op); 1621
1622 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1624 arrow->direction = dir;
1894 arrow->x = sx; 1625
1895 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1658
1897 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1898 { 1660 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1932 } 1668 }
1933 else 1669 else
1934 { 1670 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1671 arrow->level = op->level;
1937 } 1672 arrow->stats.wc -= bow->magic;
1938 1673
1939 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1940 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1941 1679
1942 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1682
1945 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1686
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1951 1689
1952 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1691 move_arrow (arrow);
1954 1692
1955 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1975{ 1713{
1976 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1977 1715
1978 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1979 { 1717 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1719 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1721 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1723 wcmod = -1;
1724
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1726 }
1988 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1989 { 1728 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1734 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1738 }
2001 else 1739 else
2002 { 1740 {
2003 /* Simple case */ 1741 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1743 }
1744
2006 return ret; 1745 return ret;
2007} 1746}
2008
2009 1747
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2012 */ 1750 */
2013void 1751void
2014fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2015{ 1753{
2016 object *item; 1754 object *item = op->contr->ranged_ob;
2017 1755
2018 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2019 { 1757 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1759 return;
2022 } 1760 }
2023 1761
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1762 if (!item->inv)
2026 { 1763 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1765 return;
2029 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2030 if (item->type == WAND) 1771 if (item->type == WAND)
2031 { 1772 {
2032 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2033 { 1774 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2036 return; 1778 return;
2037 } 1779 }
2038 } 1780 }
2039 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2040 { 1782 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1784 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2044 if (item->type == ROD) 1787 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1789 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2048 return; 1792 return;
2049 } 1793 }
2050 } 1794 }
2051 1795
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2059 object *tmp; 1803 object *tmp;
2060 1804
2061 if (item->arch) 1805 if (item->arch)
2062 { 1806 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2065 item->speed = 0; 1809 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1810 }
1811
2068 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1814 }
2071 } 1815 }
2072 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1817 drain_rod_charge (item);
2075 }
2076 } 1818 }
2077} 1819}
2078 1820
2079/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2080 */ 1822 */
2081void 1823bool
2082fire (object *op, int dir) 1824fire (object *op, int dir)
2083{ 1825{
2084 int spellcost = 0; 1826 int spellcost = 0;
2085 1827
2086 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2088 make_visible (op); 1830 make_visible (op);
2089 1831
2090 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2091 { 1838 }
2092 case range_none:
2093 return;
2094 1839
2095 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2096 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2097 return; 1857 break;
2098 1858
2099 case range_magic: /* Casting spells */ 1859 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1861 break;
2102 1862
2103 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2104 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2105 return; 1873 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1874 }
2133}
2134 1875
2135 1876 return true;
1877}
2136 1878
2137/* find_key 1879/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1884 * pl is the player,
2143 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2146 */ 1888 */
2147
2148object * 1889object *
2149find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2150{ 1891{
2151 object *tmp, *key; 1892 object *tmp, *key;
2152 1893
2153 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1895 if (!container->inv)
2155 return NULL; 1896 return 0;
2156 1897
2157 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1900 {
2160 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1902 break;
2162 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2164 */ 1905 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1907 break;
2167 } 1908 }
1909
2168 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1913 * a key, return
2172 */ 1914 */
2173 if (!tmp) 1915 if (!tmp)
2174 { 1916 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1918 {
2177 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1921 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2181 return key; 1923 return key;
2182 } 1924 }
2183 } 1925 }
1926
2184 if (!tmp) 1927 if (!tmp)
2185 return NULL; 1928 return NULL;
2186 } 1929 }
1930
2187 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1932 * see if we actually want to use it
2189 */ 1933 */
2190 if (pl != container) 1934 if (pl != container)
2191 { 1935 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1958 return NULL;
2215 } 1959 }
2216 } 1960 }
1961
2217 return tmp; 1962 return tmp;
2218} 1963}
2219 1964
2220/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1968 * 0 otherwise
2224 */ 1969 */
2225static int 1970static int
2226player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2227{ 1972{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2232 */ 1976 */
2233 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2234 1978
2235 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2236 if (key) 1980 if (key)
2237 { 1981 {
2238 object *container = key->env; 1982 object *container = key->env;
2239 1983
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2241 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2242 make_visible (op); 1987 make_visible (op);
1988
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2245 if (door->type == DOOR) 1992 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2250 { 1995 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1998 }
1999
2254 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2257 if (container != op) 2003 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2259 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2260 } 2007 }
2261 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2262 { 2009 {
2263 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2012 return 1;
2266 } 2013 }
2014
2267 return 0; 2015 return 0;
2268} 2016}
2269 2017
2270/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2275 */ 2023 */
2276 2024bool
2277void
2278move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2279{ 2026{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2027 int on_battleground;
2283 maptile *m;
2284 2028
2285 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2287 2031
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2289 2042
2290 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2294 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2295 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2296 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 2050 * move_ob uses.
2298 */ 2051 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
2300 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309 2053
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2057 * on the space
2321 */ 2058 */
2322 while (tmp != NULL) 2059 object *mon;
2323 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2061 {
2325 { 2062 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2327 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2065 && mon != op)
2333 break; 2066 break;
2334 } 2067 }
2335 2068
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2070 return false; /* into a wall */
2344 2071
2345 if (mon->head != NULL)
2346 mon = mon->head; 2072 mon = mon->head_ ();
2347 2073
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2349 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2350 return; 2079 return true;
2080 }
2351 2081
2352 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2087 * and thus will not push them.
2358 */ 2088 */
2359 2089
2360 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2363 */ 2093 */
2364 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2365#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2097 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2099 {
2374 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2101 if (op->contr->braced)
2376 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2379 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2112 make_visible (op);
2113
2381 return; 2114 return true;
2382 } 2115 }
2116 else
2117 return false;
2118 }
2383 2119
2384 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2386 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2387 * attack them either. 2123 * attack them either.
2388 */ 2124 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2391#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2392 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2129 && !on_battleground))
2394 && mon->contr-> 2130 {
2395 peaceful)) && 2131 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2132 {
2133 --op->speed_left;
2134
2401 if (!op->contr->braced) 2135 if (!op->contr->braced)
2402 { 2136 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2405 } 2139 }
2406 else 2140 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2142
2410 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2144 make_visible (op);
2412 }
2413 2145
2146 return true;
2147 }
2148 }
2414 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2416 */ 2151 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2418 { 2155 {
2156 --op->speed_left;
2157
2419 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2421 make_visible (op); 2160 make_visible (op);
2422 }
2423 2161
2162 return true;
2163 }
2164 }
2424 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2425 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2170 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2173 {
2434 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2175 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2443 2177
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2448 2179
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2463 make_visible (op); 2181 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2182
2468int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2469move_player (object *op, int dir) 2191move_player (object *op, int dir)
2470{ 2192{
2471 int pick; 2193 int pick;
2472 2194
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2196 return 0;
2475 2197
2476 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2478 { 2200 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2202 return 0;
2481 } 2203 }
2482 2204
2483 /* peterm: added following line */ 2205 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2208
2487 op->facing = dir; 2209 op->facing = dir;
2488 2210
2489 if (op->hide) 2211 if (op->hide)
2490 do_hidden_move (op); 2212 do_hidden_move (op);
2491 2213
2214 bool retval;
2215
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2217 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2495 fire (op, dir); 2219 retval = fire (op, dir);
2496 else 2220 else
2497 { 2221 {
2498 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2223 pick = check_pick (op);
2500 } 2224 }
2501 2225
2502 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2227 * server can handle repeat firing.
2504 */ 2228 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2230 op->direction = dir;
2508 }
2509 else 2231 else
2510 {
2511 op->direction = 0; 2232 op->direction = 0;
2512 } 2233
2513 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2236 * for players.
2516 */ 2237 */
2517 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2518 return 0; 2239
2240 return retval;
2519} 2241}
2520 2242
2521/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2522 * new client/server stuff. 2244 * new client/server stuff.
2523 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2524 * the new speed values for commands. 2246 * the new speed values for commands.
2525 * 2247 *
2526 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2527 */ 2251 */
2528int 2252bool
2529handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2530{ 2254{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2256 {
2553 flee_player (op); 2257 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2258 {
2557 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2558 return 0; 2262 return true;
2559 } 2263 }
2264 else
2265 return false;
2560 } 2266 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2267
2570 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2270 * called, so we recheck it here.
2573 */ 2271 */
2574 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2273 return true;
2577 2274
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2277
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2278 return false;
2594} 2279}
2595 2280
2596int 2281int
2597save_life (object *op) 2282save_life (object *op)
2598{ 2283{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2285 return 0;
2603 2286
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2289 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2609 if (op->contr) 2293 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2295
2612 free_object (tmp); 2296 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2614 if (op->stats.hp < 0) 2299 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2616 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2617 op->stats.food = 999; 2303 op->stats.food = 999;
2618 fix_player (op); 2304
2305 op->update_stats ();
2619 return 1; 2306 return 1;
2620 } 2307 }
2308
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2312 return 0;
2625} 2313}
2630 * from. 2318 * from.
2631 */ 2319 */
2632void 2320void
2633remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2634{ 2322{
2635 object *next;
2636
2637 while (op) 2323 while (op)
2638 { 2324 {
2639 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2326
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2328 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2650 } 2333 }
2651 else if (op->inv) 2334 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2653 op = next; 2337 op = next;
2654 } 2338 }
2655} 2339}
2656
2657 2340
2658/* 2341/*
2659 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2358 else
2676 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2362 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2365 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2369 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2686 { 2371 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2374 strcat (buf2, buf);
2690 } 2375 }
2376
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2694 return buf2; 2381 return buf2;
2695} 2382}
2696
2697
2698 2383
2699void 2384void
2700do_some_living (object *op) 2385do_some_living (object *op)
2701{ 2386{
2702 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2393 int rate_grace = 2000;
2709 const int max_hp = 1; 2394 const int max_hp = 1;
2710 const int max_sp = 1; 2395 const int max_sp = 1;
2711 const int max_grace = 1; 2396 const int max_grace = 1;
2712 2397
2713 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2719 2416
2720 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2721 { 2418 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2423 else
2728 { 2424 {
2729 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2427 }
2428
2732 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2431 else
2735 { 2432 {
2736 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2435 }
2436
2739 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2439 else
2742 { 2440 {
2743 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2443 }
2746 2444
2747 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2447 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2752 { 2450 {
2753 op->stats.sp++; 2451 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2459 op->stats.food = last_food;
2762 } 2460 }
2763 } 2461 }
2462
2764 if (max_sp > 1) 2463 if (max_sp > 1)
2765 { 2464 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2466 if (over_sp > 0)
2768 { 2467 {
2769 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2770 { 2469 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2473 op->stats.sp--;
2474
2774 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2776 } 2477 }
2777 op->last_sp = 0; 2478 op->last_sp = 0;
2778 } 2479 }
2779 else 2480 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2482 }
2784 else 2483 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2485 }
2789 2486
2790 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2793 { 2490 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2796 if (max_grace > 1) 2494 if (max_grace > 1)
2797 { 2495 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2497 if (over_grace > 0)
2800 { 2498 {
2828 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2528 op->stats.food = last_food;
2831 } 2529 }
2832 } 2530 }
2531
2833 if (max_hp > 1) 2532 if (max_hp > 1)
2834 { 2533 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2535 if (over_hp > 0)
2837 { 2536 {
2850 } 2549 }
2851 2550
2852 /* Digestion */ 2551 /* Digestion */
2853 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2854 { 2553 {
2855#ifdef COZY_SERVER
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2555
2862 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2558 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2866 /* dms do not consume food */ 2561 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2563 op->stats.food--;
2869 } 2564 }
2870 }
2871 2565
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2567 {
2874 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2875 2569
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2571 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2579 break;
2886 } 2580 }
2887 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2888 flesh = tmp; 2582 flesh = tmp;
2889 } /* End if paid for object */ 2583 } /* End if paid for object */
2890 } /* end of for loop */ 2584 } /* end of for loop */
2585
2891 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2587 * eat flesh instead.
2893 */ 2588 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2590 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2898 } 2593 }
2899 } /* end if player is starving */ 2594 }
2900 2595
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2903 2598
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2600 kill_player (op);
2601 }
2906} 2602}
2907
2908
2909 2603
2910/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2607 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2639
2946 /* restore player */ 2640 /* restore player */
2947 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2643 {
2951 remove_ob (tmp); 2644 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2646 }
2955 2647
2956 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2650 {
2960 remove_ob (tmp); 2651 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2653 }
2964 2654
2965 cure_disease (op, 0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2658 op->stats.food = 999;
2969 2659
2970 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2662 {
2974 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2664 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2668 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2672 }
2985 2673
2986 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2676 op->contr->braced = 0;
2993 2681
2994 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2995 2683
2996 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2997 { 2685 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3007 } 2688 }
3008 else 2689 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3018 } 2691
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2693
3021 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3022 x = op->x; 2695 x = op->x;
3023 y = op->y; 2696 y = op->y;
3024 map = op->map; 2697 map = op->map;
3025 2698
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3032 */ 2702 */
3033 2703
3034 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2706 * of death.
3037 */ 2707 */
3038#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3040 { 2710 {
3041 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2713 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2716 little bit harder. */
3047 /* GD */ 2717 /* GD */
3048 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2719 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2720 else
3054 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3055 num_stats_lose = 1; 2724 num_stats_lose = 1;
3056 } 2725
3057 lost_a_stat = 0; 2726 lost_a_stat = 0;
3058 2727
3059 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3060 { 2729 {
3061 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3062 2731
3063 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3064 { 2752 {
3065 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3066 * what he lost. 2754 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2755 }
3075 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3076 { 2758 {
3077 /* deplete a stat */ 2759 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3079 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3080 2762 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2763 {
3084 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3086 } 2766
3087 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2773 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2774 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2776 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2777 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2778 else
3129 if (this_stat >= -50)
3130 { 2779 {
3131 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2785 }
3137 } 2786 }
3138 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3139 } 2806 }
2807 }
2808 }
3140 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2810 if (!lost_a_stat)
3142 { 2811 {
3143 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3146 2815
3147 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2818 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2820 }
3152#else 2821#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2823#endif
3155 2824
3156 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2826 * exp loss on the stone.
3158 */ 2827 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2830 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3164 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); 2833 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);
3165 tmp->msg = buf; 2834 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2837
3169 /**************************************/ 2838 /**************************************/
3170 /* */ 2839 /* */
3171 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3174 /* */ 2843 /* */
3175 /**************************************/ 2844 /**************************************/
3176 2845
3177 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2847 /* restore player */
3179 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
2850
3181 if (tmp) 2851 if (tmp)
3182 { 2852 {
3183 remove_ob (tmp); 2853 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2855 }
3187 2856
3188 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2859 if (tmp)
3191 { 2860 {
3192 remove_ob (tmp); 2861 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2863 }
3196 2864
3197 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3198 2866
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3202 op->stats.food = 900; 2870 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2874
3207 /* 2875 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3210 * in the map. 2878 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3215 2880
3216 /****************************************/ 2881 /****************************************/
3217 /* */ 2882 /* */
3218 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3220 /* */ 2885 /* */
3221 /****************************************/ 2886 /****************************************/
3222 2887
3223 enter_player_savebed (op); 2888 enter_player_savebed (op);
3224 2889
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2890 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2891
3231 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2895 * on the space that might harm the player.
3235 */ 2896 */
3236 will_kill_again = 0; 2897 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3240 2901
3241 if (will_kill_again) 2902 if (will_kill_again)
3242 { 2903 {
3243 object *force; 2904 object *force;
3244 int at; 2905 int at;
3245 2906
3246 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2909 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2914 force->resist[at] = 100;
3254 2915
3255 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3256 fix_player (op); 2917 op->update_stats ();
3257 2918
3258 } 2919 }
3259 2920
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2922}
3330
3331 2923
3332void 2924void
3333loot_object (object *op) 2925loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3336 2928
3337 if (op->container) 2929 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2930
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3343 { 2932 {
3344 next = tmp->below; 2933 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3346 continue; 2936 continue;
3347 remove_ob (tmp); 2937
2938 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3349 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2943
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2945 {
3355 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3356 { 2947 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2949 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2951 }
3361 else 2952 else
3362 free_object (tmp); 2953 tmp->destroy ();
3363 } 2954 }
3364 else 2955 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2957 }
3367} 2958}
3369/* 2960/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2963 * was changed.
3373 */ 2964 */
3374
3375void 2965void
3376fix_weight (void) 2966fix_weight (void)
3377{ 2967{
3378 player *pl; 2968 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2969 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2971
3384 if (old == sum) 2972 if (old == sum)
3385 continue; 2973 continue;
3386 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2976 }
3389} 2977}
3390 2978
3391void 2979void
3392fix_luck (void) 2980fix_luck (void)
3393{ 2981{
3394 player *pl; 2982 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3399} 2985}
3400
3401 2986
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3405 */ 2990 */
3406
3407void 2991void
3408cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3409{ 2993{
3410 object *skop, *spob; 2994 object *skop, *spob;
3411 2995
3432 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3018
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3020
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3022}
3441 3023
3442void 3024void
3443make_visible (object *op) 3025make_visible (object *op)
3444{ 3026{
3447 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3448 { 3030 {
3449 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3451 } 3033 }
3034
3452 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3453} 3036}
3454 3037
3455int 3038int
3456is_true_undead (object *op) 3039is_true_undead (object *op)
3457{ 3040{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 3042 return 1;
3462 3043
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3044 return 0;
3469} 3045}
3470 3046
3471/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3094 */
3519
3520void 3095void
3521do_hidden_move (object *op) 3096do_hidden_move (object *op)
3522{ 3097{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3099 object *skop;
3528 3103
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3105
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3535 { 3109 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3111 make_visible (op);
3538 return; 3112 return;
3539 } 3113 }
3540 else 3114 else
3541 num += 20; 3115 num += 20;
3542 } 3116
3543 num += op->map->difficulty; 3117 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3119 num -= hide;
3120
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3122 {
3548 make_visible (op); 3123 make_visible (op);
3549 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3126 }
3552 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3129}
3557 3130
3558/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3559 3132
3560int 3133int
3587 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3588 continue; 3161 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3163 continue;
3591 3164
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3166 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3168 return 1;
3596 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3597 { 3170 {
3627 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3628 { 3201 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3203 return -1;
3631 } 3204 }
3205
3632 if (!pl || !op) 3206 if (!pl || !op)
3633 return 0; 3207 return 0;
3634 3208
3635 if (op->head)
3636 {
3637 op = op->head; 3209 op = op->head_ ();
3638 } 3210
3639 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3640 3212
3641 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3214 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3644 * a blocked los square. 3216 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3646 */ 3218 */
3647 while (op) 3219 while (op)
3648 { 3220 {
3649 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3651 3223
3652 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3226 * for any meaningful values.
3655 */ 3227 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3231 return 1;
3660 op = op->more; 3232 op = op->more;
3661 } 3233 }
3662 return 0; 3234 return 0;
3663} 3235}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3333 int i = 0, j = 0;
3762 3334
3763 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3772 3344
3773 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3774 return; 3346 return;
3775 3347
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3349
3778 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3779 { 3351 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3353 return;
3782 } 3354 }
3783 3355
3784 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3357 item = tr->item;
3786 3358
3787 if (item->type == SPELL) 3359 if (item->type == SPELL)
3788 { 3360 {
3789 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3790 return; 3362 return;
3849 { 3421 {
3850 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3423 object *skin;
3852 3424
3853 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3855 if (skin == NULL) 3430 if (!skin)
3856 return; 3431 return;
3857 3432
3858 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3435 {
3905 * not readied. 3480 * not readied.
3906 */ 3481 */
3907void 3482void
3908player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3909{ 3484{
3910 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3911 3487
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3913 { 3489 pl->combat_ob = 0;
3490
3914 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3915 { 3492 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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