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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec 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 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 148 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} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
319/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 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));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
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); 390 set_first_map (pl->ob);
343 391
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; 392 return pl;
352} 393}
353 394
354/* 395/*
355 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
358 */ 399 */
359archetype * 400archetype *
360get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
361{ 402{
362 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 404
364 for (;;) 405 for (;;)
365 { 406 {
366 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
367 at = first_archetype; 408 i = archetypes.begin ();
368 else 409 else if (*i == at)
369 at = at->next; 410 cleanup ("not a single player archetype found");
411
370 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
371 return at; 413 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 414 }
378} 415}
379
380 416
381object * 417object *
382get_nearest_player (object *mon) 418get_nearest_player (object *mon)
383{ 419{
384 object *op = NULL; 420 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 421 objectlink *ol;
387 unsigned lastdist; 422 unsigned lastdist;
388 rv_vector rv; 423 rv_vector rv;
389 424
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 426 {
392 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 434 object *tmp = ol->ob;
400 435
401 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 437 * itself will have been cleared.
403 */ 438 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
405 ol = ol->next; 441 ol = ol->next;
406 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
407 if (!ol) 443 if (!ol)
408 return op; 444 return op;
409 } 445 }
422 { 458 {
423 op = ol->ob; 459 op = ol->ob;
424 lastdist = rv.distance; 460 lastdist = rv.distance;
425 } 461 }
426 } 462 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 463
428 { 464 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
433 { 467 {
434 op = pl->ob; 468 op = pl->ob;
435 lastdist = rv.distance; 469 lastdist = rv.distance;
436 } 470 }
437 } 471
438 }
439#if 0 472#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 474#endif
442 return op; 475 return op;
443} 476}
461 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 496 * is probably not a good thing.
464 */ 497 */
465#define MAX_SPACES 50 498#define MAX_SPACES 50
466
467 499
468/* 500/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 534 x = mon->x;
503 y = mon->y; 535 y = mon->y;
504 m = mon->map; 536 m = mon->map;
505 dir = rv.direction; 537 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
508 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 542 if (diff > max)
510 return 0; 543 return 0;
544
511 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
512 { 546 {
513 lastx = x; 547 lastx = x;
514 lasty = y; 548 lasty = y;
515 lastmap = m; 549 lastmap = m;
597 max--; 631 max--;
598 lastdir = dir; 632 lastdir = dir;
599 if (!firstdir) 633 if (!firstdir)
600 firstdir = dir; 634 firstdir = dir;
601 } 635 }
636
602 if (diff <= 1) 637 if (diff <= 1)
603 { 638 {
604 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 640 * headed toward player for entire distance.
606 */ 641 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 644 }
645
610 if (diff > max) 646 if (diff > max)
611 return 0; 647 return 0;
612 } 648 }
649
613 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
614 if (!max) 651 if (!max)
615 return 0; 652 return 0;
616 653
617 return firstdir; 654 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 685 {
649 op->remove ();
650 op->destroy (0); 686 op->destroy ();
651 continue; 687 continue;
652 } 688 }
653 } 689 }
654 690
655 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
667 break; 703 break;
668 704
669 if (tmp) 705 if (tmp)
670 { 706 {
671 op->remove ();
672 op->destroy (0); 707 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 709 continue;
675 } 710 }
711
676 if (op->nrof > 1) 712 if (op->nrof > 1)
677 op->nrof = 1; 713 op->nrof = 1;
678 } 714 }
679 715
680 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 730 }
695 if (op->type == SPELL) 731 if (op->type == SPELL)
696 { 732 {
697 op->remove ();
698 op->destroy (0); 733 op->destroy ();
699 continue; 734 continue;
700 } 735 }
701 else if (op->type == SKILL) 736 else if (op->type == SKILL)
702 { 737 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
713 link_player_skills (pl); 748 link_player_skills (pl);
714} 749}
715 750
716void 751void
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 op->remove ();
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) 752get_party_password (object *op, partylist *party)
801{ 753{
802 if (party == NULL) 754 if (party == NULL)
803 { 755 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 757 return;
806 } 758 }
759
807 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 764}
812
813 765
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 767static int
816roll_stat (void) 768roll_stat (void)
817{ 769{
818 int a[4], i, j, k; 770 int a[4], i, j, k;
819 771
820 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
822 774
823 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 776 if (a[i] < k)
825 k = a[i], j = i; 777 k = a[i], j = i;
826 778
827 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 780 if (i != j)
830 k += a[i]; 781 k += a[i];
831 } 782
832 return k; 783 return k;
833} 784}
834 785
835void 786void
836roll_stats (object *op) 787object::roll_stats ()
837{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
838 int sum = 0; 793 int sum = 0;
839 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
841 796
842 do 797 if (sum >= 82 && sum <= 116)
798 break;
843 { 799 }
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);
854 800
855 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 802 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;
863 803
864 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
865 do 805 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);
880 806
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; 807 stats.exp = 0;
900 op->stats.ac = 0; 808 stats.ac = 0;
901 809
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; 810 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
910 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
911} 822}
912 823
913void 824void
914Roll_Again (object *op) 825object::swap_stats (int a, int b)
915{ 826{
916 esrv_new_player (op->contr, 0); 827 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}
920 828
921void 829 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
923{ 856{
924 signed char tmp;
925 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
926 858
927 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1042 864
1043/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1047 * not the class. 869 * not the class.
1048 */ 870 */
1049 871void
1050int 872player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 873{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
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 */ 874 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1069 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1071 883
1072 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1073 885
1074 if (op->msg) 886 if (ob->msg)
1075 op->msg = NULL; 887 ob->msg = 0;
1076 888
1077 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1078 * to save here. 890 * to save here.
1079 */ 891 */
892 {
893 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1082 897
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 898 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 901 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1091 fix_player (op); 903 ob->update_stats ();
1092 904
1093 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1094 * is one for this race 906 * is one for this race
1095 */ 907 */
1096 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1097 { 909 {
1098 object *tmp; 910 object *tmp;
1099 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1100 912
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1102 tmp = get_object (); 914 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1108 * default initial map */ 920 * default initial map */
1109 tmp->destroy (0); 921 tmp->destroy ();
1110 } 922 }
1111 else 923 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 925}
1115 return 0;
1116 }
1117 926
927void
928player::chargen_race_next ()
929{
1118 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1120 */ 932 */
1121 933
1122 tmp_loop = 0; 934 do
1123 while (!tmp_loop)
1124 { 935 {
1125 shstr name = op->name; 936 shstr name = ob->name;
1126 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1127 938
1128 remove_statbonus (op); 939 ob->remove_statbonus ();
1129 op->remove (); 940 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1132 op->instantiate (); 943 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1135 op->x = x; 946 ob->x = x;
1136 op->y = y; 947 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 951 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 952 }
953 while (!allowed_class (ob));
1143 954
1144 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 957 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 960 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} 961}
1206 962
1207void 963void
1208flee_player (object *op) 964flee_player (object *op)
1209{ 965{
1239 { 995 {
1240 op->enemy = NULL; 996 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 998 return;
1243 } 999 }
1000
1244 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1245 1002
1246 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1248 { 1005 {
1249 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1250 1007
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1009 return;
1254 }
1255 } 1010 }
1011
1256 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1014 op->enemy = NULL;
1259} 1015}
1260 1016
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 1019 * stop.
1265 */ 1020 */
1266int 1021int
1267check_pick (object *op) 1022check_pick (object *op)
1268{ 1023{
1269 object *tmp, *next; 1024 object *tmp, *next;
1270 int stop = 0; 1025 int stop = 0;
1271 int j, k, wvratio; 1026 int wvratio;
1272 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1273 1028
1274 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1276 return 1; 1031 return 1;
1277 1032
1345 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1103 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1382 /* philosophy: 1110 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1115 * example.
1388 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1575 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1577 { 1305 {
1578 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1579 { 1307 {
1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1582 { 1310 {
1583 pick_up (op, tmp); 1311 pick_up (op, tmp);
1584 continue; 1312 continue;
1585 } 1313 }
1586 } 1314 }
1587 1315
1588 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1589 { 1317 {
1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1591 { 1319 {
1592 pick_up (op, tmp); 1320 pick_up (op, tmp);
1593 continue; 1321 continue;
1594 } 1322 }
1595 } 1323 }
1620 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1621 { 1349 {
1622 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1623 } 1351 }
1624 else 1352 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1628#endif 1356#endif
1629 continue; 1357 continue;
1630 } 1358 }
1641 * found object is returned. 1369 * found object is returned.
1642 */ 1370 */
1643object * 1371object *
1644find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1645{ 1373{
1646 object *tmp = NULL; 1374 object *tmp = 0;
1647 1375
1648 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1652 return op; 1380 return op;
1381
1653 return tmp; 1382 return tmp;
1654} 1383}
1655 1384
1656/* 1385/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1390 */
1662
1663object * 1391object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1393{
1666 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1700 else 1428 else
1701 { 1429 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1431 {
1704 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1707 { 1435 {
1708 tmp = arrow; 1436 tmp = arrow;
1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1710 } 1438 }
1711 } 1439 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1441 {
1714 tmp = arrow; 1442 tmp = arrow;
1733 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1462 * op = the shooter
1735 * type = bow->race 1463 * type = bow->race
1736 * dir = fire direction 1464 * dir = fire direction
1737 */ 1465 */
1738
1739object * 1466object *
1740pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1741{ 1468{
1742 object *tmp = NULL; 1469 object *tmp = NULL;
1743 maptile *m; 1470 maptile *m;
1808 */ 1535 */
1809int 1536int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1538{
1812 object *left, *bow; 1539 object *left, *bow;
1813 int bowspeed, mflags; 1540 int mflags;
1814 maptile *m; 1541 maptile *m;
1815 1542
1816 if (!dir) 1543 if (!dir)
1817 { 1544 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1546 return 0;
1820 } 1547 }
1821 if (op->type == PLAYER) 1548
1822 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1823 else 1551 else
1824 { 1552 {
1825 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1560 if (!bow)
1833 { 1561 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1563 return 0;
1836 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1837 } 1573 }
1574
1838 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1839 { 1576 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1578 return 0;
1842 } 1579 }
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 1580
1852 if (arrow == NULL) 1581 if (arrow == NULL)
1853 { 1582 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1584 {
1856 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1588 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1861 return 0; 1591 return 0;
1862 } 1592 }
1863 } 1593 }
1594
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1597 return 0;
1868 } 1598
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1600 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1602 return 0;
1873 } 1603 }
1874 1604
1875 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1877 { 1607 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1608 arrow->destroy ();
1880 return 0; 1609 return 0;
1881 } 1610 }
1882 1611
1883 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1614 if (!arrow)
1886 { 1615 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1617 return 0;
1889 } 1618 }
1890 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1622 arrow->direction = dir;
1894 arrow->x = sx; 1623
1895 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1656
1897 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1898 { 1658 {
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; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1932 } 1666 }
1933 else 1667 else
1934 { 1668 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1669 arrow->level = op->level;
1937 } 1670 arrow->stats.wc -= bow->magic;
1938 1671
1939 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1940 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1941 1677
1942 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1680
1945 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1684
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1951 1687
1952 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1689 move_arrow (arrow);
1954 1690
1955 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1975{ 1711{
1976 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1977 1713
1978 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1979 { 1715 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1717 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1719 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1721 wcmod = -1;
1722
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1724 }
1988 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1989 { 1726 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1732 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1736 }
2001 else 1737 else
2002 { 1738 {
2003 /* Simple case */ 1739 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1741 }
1742
2006 return ret; 1743 return ret;
2007} 1744}
2008
2009 1745
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2012 */ 1748 */
2013void 1749void
2014fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2015{ 1751{
2016 object *item; 1752 object *item = op->contr->ranged_ob;
2017 1753
2018 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2019 { 1755 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1757 return;
2022 } 1758 }
2023 1759
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1760 if (!item->inv)
2026 { 1761 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1763 return;
2029 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2030 if (item->type == WAND) 1769 if (item->type == WAND)
2031 { 1770 {
2032 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2033 { 1772 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2036 return; 1776 return;
2037 } 1777 }
2038 } 1778 }
2039 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2040 { 1780 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1782 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2044 if (item->type == ROD) 1785 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)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1787 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2048 return; 1790 return;
2049 } 1791 }
2050 } 1792 }
2051 1793
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2059 object *tmp; 1801 object *tmp;
2060 1802
2061 if (item->arch) 1803 if (item->arch)
2062 { 1804 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2065 item->speed = 0; 1807 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1808 }
1809
2068 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1812 }
2071 } 1813 }
2072 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1815 drain_rod_charge (item);
2075 }
2076 } 1816 }
2077} 1817}
2078 1818
2079/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2080 */ 1820 */
2081void 1821bool
2082fire (object *op, int dir) 1822fire (object *op, int dir)
2083{ 1823{
2084 int spellcost = 0; 1824 int spellcost = 0;
2085 1825
2086 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2088 make_visible (op); 1828 make_visible (op);
2089 1829
2090 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2091 { 1836 }
2092 case range_none:
2093 return;
2094 1837
2095 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2096 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2097 return; 1855 break;
2098 1856
2099 case range_magic: /* Casting spells */ 1857 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1859 break;
2102 1860
2103 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2104 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2105 return; 1871 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 } 1872 }
2133}
2134 1873
2135 1874 return true;
1875}
2136 1876
2137/* find_key 1877/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1882 * pl is the player,
2143 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2146 */ 1886 */
2147
2148object * 1887object *
2149find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2150{ 1889{
2151 object *tmp, *key; 1890 object *tmp, *key;
2152 1891
2153 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1893 if (!container->inv)
2155 return NULL; 1894 return 0;
2156 1895
2157 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1898 {
2160 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1900 break;
2162 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2164 */ 1903 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1905 break;
2167 } 1906 }
1907
2168 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1911 * a key, return
2172 */ 1912 */
2173 if (!tmp) 1913 if (!tmp)
2174 { 1914 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1916 {
2177 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1919 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2181 return key; 1921 return key;
2182 } 1922 }
2183 } 1923 }
1924
2184 if (!tmp) 1925 if (!tmp)
2185 return NULL; 1926 return NULL;
2186 } 1927 }
1928
2187 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1930 * see if we actually want to use it
2189 */ 1931 */
2190 if (pl != container) 1932 if (pl != container)
2191 { 1933 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 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)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1956 return NULL;
2215 } 1957 }
2216 } 1958 }
1959
2217 return tmp; 1960 return tmp;
2218} 1961}
2219 1962
2220/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1966 * 0 otherwise
2224 */ 1967 */
2225static int 1968static int
2226player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2227{ 1970{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2232 */ 1974 */
2233 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2234 1976
2235 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2236 if (key) 1978 if (key)
2237 { 1979 {
2238 object *container = key->env; 1980 object *container = key->env;
2239 1981
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2241 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2242 make_visible (op); 1985 make_visible (op);
1986
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2245 if (door->type == DOOR) 1990 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2250 { 1993 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1996 }
1997
2254 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2257 if (container != op) 2001 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2259 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2260 } 2005 }
2261 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2262 { 2007 {
2263 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2010 return 1;
2266 } 2011 }
2012
2267 return 0; 2013 return 0;
2268} 2014}
2269 2015
2270/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2275 */ 2021 */
2276 2022bool
2277void
2278move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2279{ 2024{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2025 int on_battleground;
2283 maptile *m;
2284 2026
2285 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2287 2029
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2289 2040
2290 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 2048 * move_ob uses.
2298 */ 2049 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
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 2051
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 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2055 * on the space
2321 */ 2056 */
2322 while (tmp != NULL) 2057 object *mon;
2323 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2059 {
2325 { 2060 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2327 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2063 && mon != op)
2333 break; 2064 break;
2334 } 2065 }
2335 2066
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 */ 2067 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2068 return false; /* into a wall */
2344 2069
2345 if (mon->head != NULL)
2346 mon = mon->head; 2070 mon = mon->head_ ();
2347 2071
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2349 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2350 return; 2077 return true;
2078 }
2351 2079
2352 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2085 * and thus will not push them.
2358 */ 2086 */
2359 2087
2360 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2363 */ 2091 */
2364 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2365#if COZY_SERVER 2093 && ((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) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2095 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2097 {
2374 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2099 if (op->contr->braced)
2376 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2379 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2110 make_visible (op);
2111
2381 return; 2112 return true;
2382 } 2113 }
2114 else
2115 return false;
2116 }
2383 2117
2384 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2386 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2387 * attack them either. 2121 * attack them either.
2388 */ 2122 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2391#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2392 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2127 && !on_battleground))
2394 && mon->contr-> 2128 {
2395 peaceful)) && 2129 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2130 {
2131 --op->speed_left;
2132
2401 if (!op->contr->braced) 2133 if (!op->contr->braced)
2402 { 2134 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2405 } 2137 }
2406 else 2138 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2140
2410 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2142 make_visible (op);
2412 }
2413 2143
2144 return true;
2145 }
2146 }
2414 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2416 */ 2149 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2418 { 2153 {
2154 --op->speed_left;
2155
2419 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2421 make_visible (op); 2158 make_visible (op);
2422 }
2423 2159
2160 return true;
2161 }
2162 }
2424 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2425 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2168 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2171 {
2434 2172 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 { 2173 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2443 2175
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); 2176 skill_attack (mon, op, 0, 0, 0);
2448 2177
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)) 2178 if (action_makes_visible (op))
2463 make_visible (op); 2179 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2180
2468int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2469move_player (object *op, int dir) 2189move_player (object *op, int dir)
2470{ 2190{
2471 int pick; 2191 int pick;
2472 2192
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2194 return 0;
2475 2195
2476 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2478 { 2198 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2200 return 0;
2481 } 2201 }
2482 2202
2483 /* peterm: added following line */ 2203 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2206
2487 op->facing = dir; 2207 op->facing = dir;
2488 2208
2489 if (op->hide) 2209 if (op->hide)
2490 do_hidden_move (op); 2210 do_hidden_move (op);
2491 2211
2212 bool retval;
2213
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2215 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2495 fire (op, dir); 2217 retval = fire (op, dir);
2496 else 2218 else
2497 { 2219 {
2498 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2221 pick = check_pick (op);
2500 } 2222 }
2501 2223
2502 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2225 * server can handle repeat firing.
2504 */ 2226 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2228 op->direction = dir;
2508 }
2509 else 2229 else
2510 {
2511 op->direction = 0; 2230 op->direction = 0;
2512 } 2231
2513 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2234 * for players.
2516 */ 2235 */
2517 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2518 return 0; 2237
2238 return retval;
2519} 2239}
2520 2240
2521/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2522 * new client/server stuff. 2242 * new client/server stuff.
2523 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2524 * the new speed values for commands. 2244 * the new speed values for commands.
2525 * 2245 *
2526 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2527 */ 2249 */
2528int 2250bool
2529handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2530{ 2252{
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)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2254 {
2553 flee_player (op); 2255 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 { 2256 {
2557 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2558 return 0; 2260 return true;
2559 } 2261 }
2262 else
2263 return false;
2560 } 2264 }
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 2265
2570 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2268 * called, so we recheck it here.
2573 */ 2269 */
2574 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2271 return true;
2577 2272
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 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); 2274 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2275
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2276 return false;
2594} 2277}
2595 2278
2596int 2279int
2597save_life (object *op) 2280save_life (object *op)
2598{ 2281{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2283 return 0;
2603 2284
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2287 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2609 if (op->contr) 2291 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2293
2612 tmp->destroy (0); 2294 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2614 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2616 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2617 op->stats.food = 999; 2301 op->stats.food = 999;
2618 fix_player (op); 2302
2303 op->update_stats ();
2619 return 1; 2304 return 1;
2620 } 2305 }
2306
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2310 return 0;
2625} 2311}
2630 * from. 2316 * from.
2631 */ 2317 */
2632void 2318void
2633remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2634{ 2320{
2635 object *next;
2636
2637 while (op) 2321 while (op)
2638 { 2322 {
2639 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2324
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2326 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2650 } 2331 }
2651 else if (op->inv) 2332 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2653 op = next; 2335 op = next;
2654 } 2336 }
2655} 2337}
2656
2657 2338
2658/* 2339/*
2659 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2356 else
2676 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2360 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2363 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2367 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2686 { 2369 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2372 strcat (buf2, buf);
2690 } 2373 }
2374
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2694 return buf2; 2379 return buf2;
2695} 2380}
2696
2697
2698 2381
2699void 2382void
2700do_some_living (object *op) 2383do_some_living (object *op)
2701{ 2384{
2702 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2391 int rate_grace = 2000;
2709 const int max_hp = 1; 2392 const int max_hp = 1;
2710 const int max_sp = 1; 2393 const int max_sp = 1;
2711 const int max_grace = 1; 2394 const int max_grace = 1;
2712 2395
2713 if (op->contr->outputs_sync) 2396 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 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2719 2414
2720 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2721 { 2416 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2421 else
2728 { 2422 {
2729 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2425 }
2426
2732 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2429 else
2735 { 2430 {
2736 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2433 }
2434
2739 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2437 else
2742 { 2438 {
2743 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2441 }
2746 2442
2747 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2445 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2752 { 2448 {
2753 op->stats.sp++; 2449 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2457 op->stats.food = last_food;
2762 } 2458 }
2763 } 2459 }
2460
2764 if (max_sp > 1) 2461 if (max_sp > 1)
2765 { 2462 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2464 if (over_sp > 0)
2768 { 2465 {
2769 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2770 { 2467 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2471 op->stats.sp--;
2472
2774 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2776 } 2475 }
2777 op->last_sp = 0; 2476 op->last_sp = 0;
2778 } 2477 }
2779 else 2478 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2480 }
2784 else 2481 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2483 }
2789 2484
2790 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2793 { 2488 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2796 if (max_grace > 1) 2492 if (max_grace > 1)
2797 { 2493 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2495 if (over_grace > 0)
2800 { 2496 {
2828 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2526 op->stats.food = last_food;
2831 } 2527 }
2832 } 2528 }
2529
2833 if (max_hp > 1) 2530 if (max_hp > 1)
2834 { 2531 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2533 if (over_hp > 0)
2837 { 2534 {
2850 } 2547 }
2851 2548
2852 /* Digestion */ 2549 /* Digestion */
2853 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2854 { 2551 {
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; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2553
2862 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2556 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2866 /* dms do not consume food */ 2559 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2561 op->stats.food--;
2869 } 2562 }
2870 }
2871 2563
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2565 {
2874 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2875 2567
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2569 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2577 break;
2886 } 2578 }
2887 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2888 flesh = tmp; 2580 flesh = tmp;
2889 } /* End if paid for object */ 2581 } /* End if paid for object */
2890 } /* end of for loop */ 2582 } /* end of for loop */
2583
2891 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2585 * eat flesh instead.
2893 */ 2586 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2588 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2898 } 2591 }
2899 } /* end if player is starving */ 2592 }
2900 2593
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2903 2596
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2598 kill_player (op);
2599 }
2906} 2600}
2907
2908
2909 2601
2910/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2605 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2637
2946 /* restore player */ 2638 /* restore player */
2947 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2641 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2642 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2644 }
2955 2645
2956 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2648 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2649 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2651 }
2964 2652
2965 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2656 op->stats.food = 999;
2969 2657
2970 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2660 {
2974 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2662 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2666 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2670 }
2985 2671
2986 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2674 op->contr->braced = 0;
2993 2679
2994 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2995 2681
2996 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2997 { 2683 {
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); 2684 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3007 } 2686 }
3008 else 2687 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); 2688 sprintf (buf, "%s died.", &op->name);
3018 } 2689
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2691
3021 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3022 x = op->x; 2693 x = op->x;
3023 y = op->y; 2694 y = op->y;
3024 map = op->map; 2695 map = op->map;
3025 2696
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3032 */ 2700 */
3033 2701
3034 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2704 * of death.
3037 */ 2705 */
3038#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3040 { 2708 {
3041 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2711 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2714 little bit harder. */
3047 /* GD */ 2715 /* GD */
3048 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2717 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2718 else
3054 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3055 num_stats_lose = 1; 2722 num_stats_lose = 1;
3056 } 2723
3057 lost_a_stat = 0; 2724 lost_a_stat = 0;
3058 2725
3059 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3060 { 2727 {
3061 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3062 2729
3063 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3064 { 2750 {
3065 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3066 * what he lost. 2752 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 } 2753 }
3075 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3076 { 2756 {
3077 /* deplete a stat */ 2757 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3079 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3080 2760 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2761 {
3084 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3086 } 2764
3087 lose_this_stat = 1; 2765 /* 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) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2771 {
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; 2772 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2774 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 } 2775 }
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 */ 2776 else
3129 if (this_stat >= -50)
3130 { 2777 {
3131 change_attr_value (&(dep->stats), i, -1); 2778 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; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2783 }
3137 } 2784 }
3138 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3139 } 2804 }
2805 }
2806 }
3140 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2808 if (!lost_a_stat)
3142 { 2809 {
3143 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3146 2813
3147 if (god && (strcmp (god, "none"))) 2814 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); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2816 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2818 }
3152#else 2819#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2821#endif
3155 2822
3156 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2824 * exp loss on the stone.
3158 */ 2825 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2828 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2830 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); 2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165 tmp->msg = buf; 2832 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2835
3169 /**************************************/ 2836 /**************************************/
3170 /* */ 2837 /* */
3171 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3174 /* */ 2841 /* */
3175 /**************************************/ 2842 /**************************************/
3176 2843
3177 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2845 /* restore player */
3179 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3181 if (tmp) 2849 if (tmp)
3182 { 2850 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2851 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2853 }
3187 2854
3188 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2857 if (tmp)
3191 { 2858 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2859 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2861 }
3196 2862
3197 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3198 2864
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3202 op->stats.food = 900; 2868 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2872
3207 /* 2873 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3210 * in the map. 2876 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3215 2878
3216 /****************************************/ 2879 /****************************************/
3217 /* */ 2880 /* */
3218 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3220 /* */ 2883 /* */
3221 /****************************************/ 2884 /****************************************/
3222 2885
3223 enter_player_savebed (op); 2886 enter_player_savebed (op);
3224 2887
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2888 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2889
3231 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2893 * on the space that might harm the player.
3235 */ 2894 */
3236 will_kill_again = 0; 2895 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3240 2899
3241 if (will_kill_again) 2900 if (will_kill_again)
3242 { 2901 {
3243 object *force; 2902 object *force;
3244 int at; 2903 int at;
3245 2904
3246 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2907 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2912 force->resist[at] = 100;
3254 2913
3255 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3256 fix_player (op); 2915 op->update_stats ();
3257 2916
3258 } 2917 }
3259 2918
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 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 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
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} 2920}
3330
3331 2921
3332void 2922void
3333loot_object (object *op) 2923loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3336 2926
3337 if (op->container) 2927 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2928
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3343 { 2930 {
3344 next = tmp->below; 2931 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3346 continue; 2934 continue;
2935
3347 tmp->remove (); 2936 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3349 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2941
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2943 {
3355 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3356 { 2945 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2947 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2949 }
3361 else 2950 else
3362 tmp->destroy (0); 2951 tmp->destroy ();
3363 } 2952 }
3364 else 2953 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2955 }
3367} 2956}
3369/* 2958/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2961 * was changed.
3373 */ 2962 */
3374
3375void 2963void
3376fix_weight (void) 2964fix_weight (void)
3377{ 2965{
3378 player *pl; 2966 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2967 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2969
3384 if (old == sum) 2970 if (old == sum)
3385 continue; 2971 continue;
3386 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2974 }
3389} 2975}
3390 2976
3391void 2977void
3392fix_luck (void) 2978fix_luck (void)
3393{ 2979{
3394 player *pl; 2980 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3399} 2983}
3400
3401 2984
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3405 */ 2988 */
3406
3407void 2989void
3408cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3409{ 2991{
3410 object *skop, *spob; 2992 object *skop, *spob;
3411 2993
3432 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3016
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3018
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3019 throw_ob->destroy ();
3440} 3020}
3441 3021
3442void 3022void
3443make_visible (object *op) 3023make_visible (object *op)
3444{ 3024{
3447 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3448 { 3028 {
3449 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3451 } 3031 }
3032
3452 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3453} 3034}
3454 3035
3455int 3036int
3456is_true_undead (object *op) 3037is_true_undead (object *op)
3457{ 3038{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 3040 return 1;
3462 3041
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; 3042 return 0;
3469} 3043}
3470 3044
3471/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3092 */
3519
3520void 3093void
3521do_hidden_move (object *op) 3094do_hidden_move (object *op)
3522{ 3095{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3097 object *skop;
3528 3101
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3103
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3535 { 3107 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3109 make_visible (op);
3538 return; 3110 return;
3539 } 3111 }
3540 else 3112 else
3541 num += 20; 3113 num += 20;
3542 } 3114
3543 num += op->map->difficulty; 3115 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3117 num -= hide;
3118
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3120 {
3548 make_visible (op); 3121 make_visible (op);
3549 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3124 }
3552 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3127}
3557 3128
3558/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3559 3130
3560int 3131int
3587 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3588 continue; 3159 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3161 continue;
3591 3162
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3164 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3166 return 1;
3596 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3597 { 3168 {
3627 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3628 { 3199 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3201 return -1;
3631 } 3202 }
3203
3632 if (!pl || !op) 3204 if (!pl || !op)
3633 return 0; 3205 return 0;
3634 3206
3635 if (op->head)
3636 {
3637 op = op->head; 3207 op = op->head_ ();
3638 } 3208
3639 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3640 3210
3641 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3212 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3644 * a blocked los square. 3214 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3646 */ 3216 */
3647 while (op) 3217 while (op)
3648 { 3218 {
3649 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3651 3221
3652 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3224 * for any meaningful values.
3655 */ 3225 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3229 return 1;
3660 op = op->more; 3230 op = op->more;
3661 } 3231 }
3662 return 0; 3232 return 0;
3663} 3233}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3331 int i = 0, j = 0;
3762 3332
3763 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3772 3342
3773 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3774 return; 3344 return;
3775 3345
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3347
3778 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3779 { 3349 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3351 return;
3782 } 3352 }
3783 3353
3784 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3355 item = tr->item;
3786 3356
3787 if (item->type == SPELL) 3357 if (item->type == SPELL)
3788 { 3358 {
3789 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3790 return; 3360 return;
3849 { 3419 {
3850 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3421 object *skin;
3852 3422
3853 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3855 if (skin == NULL) 3427 if (!skin)
3856 return; 3428 return;
3857 3429
3858 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3432 {
3905 * not readied. 3477 * not readied.
3906 */ 3478 */
3907void 3479void
3908player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3909{ 3481{
3910 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3911 3484
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3913 { 3486 pl->combat_ob = 0;
3487
3914 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3915 { 3489 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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