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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 388
335 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
337 392
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 393 set_first_map (pl->ob);
345 394
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 395 return pl;
354} 396}
355 397
356/* 398/*
357 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
360 */ 402 */
361archetype * 403archetype *
362get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
363{ 405{
364 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 407
366 for (;;) 408 for (;;)
367 { 409 {
368 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
369 at = first_archetype; 411 i = archetypes.begin ();
370 else 412 else if (*i == at)
371 at = at->next; 413 cleanup ("not a single player archetype found");
414
372 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
373 return at; 416 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 417 }
380} 418}
381
382 419
383object * 420object *
384get_nearest_player (object *mon) 421get_nearest_player (object *mon)
385{ 422{
386 object *op = NULL; 423 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 424 objectlink *ol;
389 unsigned lastdist; 425 unsigned lastdist;
390 rv_vector rv; 426 rv_vector rv;
391 427
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 429 {
394 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 437 object *tmp = ol->ob;
402 438
403 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 440 * itself will have been cleared.
405 */ 441 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
407 ol = ol->next; 444 ol = ol->next;
408 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
409 if (!ol) 446 if (!ol)
410 return op; 447 return op;
411 } 448 }
424 { 461 {
425 op = ol->ob; 462 op = ol->ob;
426 lastdist = rv.distance; 463 lastdist = rv.distance;
427 } 464 }
428 } 465 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 466
430 { 467 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
435 { 470 {
436 op = pl->ob; 471 op = pl->ob;
437 lastdist = rv.distance; 472 lastdist = rv.distance;
438 } 473 }
439 } 474
440 }
441#if 0 475#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 477#endif
444 return op; 478 return op;
445} 479}
463 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 499 * is probably not a good thing.
466 */ 500 */
467#define MAX_SPACES 50 501#define MAX_SPACES 50
468
469 502
470/* 503/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 537 x = mon->x;
505 y = mon->y; 538 y = mon->y;
506 m = mon->map; 539 m = mon->map;
507 dir = rv.direction; 540 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
510 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 545 if (diff > max)
512 return 0; 546 return 0;
547
513 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
514 { 549 {
515 lastx = x; 550 lastx = x;
516 lasty = y; 551 lasty = y;
517 lastmap = m; 552 lastmap = m;
599 max--; 634 max--;
600 lastdir = dir; 635 lastdir = dir;
601 if (!firstdir) 636 if (!firstdir)
602 firstdir = dir; 637 firstdir = dir;
603 } 638 }
639
604 if (diff <= 1) 640 if (diff <= 1)
605 { 641 {
606 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 643 * headed toward player for entire distance.
608 */ 644 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 647 }
648
612 if (diff > max) 649 if (diff > max)
613 return 0; 650 return 0;
614 } 651 }
652
615 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
616 if (!max) 654 if (!max)
617 return 0; 655 return 0;
618 656
619 return firstdir; 657 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 688 {
651 remove_ob (op); 689 op->destroy ();
652 free_object (op);
653 continue; 690 continue;
654 } 691 }
655 } 692 }
656 693
657 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
669 break; 706 break;
670 707
671 if (tmp) 708 if (tmp)
672 { 709 {
673 remove_ob (op); 710 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 712 continue;
677 } 713 }
714
678 if (op->nrof > 1) 715 if (op->nrof > 1)
679 op->nrof = 1; 716 op->nrof = 1;
680 } 717 }
681 718
682 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 733 }
697 if (op->type == SPELL) 734 if (op->type == SPELL)
698 { 735 {
699 remove_ob (op); 736 op->destroy ();
700 free_object (op);
701 continue; 737 continue;
702 } 738 }
703 else if (op->type == SKILL) 739 else if (op->type == SKILL)
704 { 740 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
715 link_player_skills (pl); 751 link_player_skills (pl);
716} 752}
717 753
718void 754void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
803{ 756{
804 if (party == NULL) 757 if (party == NULL)
805 { 758 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 760 return;
808 } 761 }
762
809 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 767}
814
815 768
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 770static int
818roll_stat (void) 771roll_stat (void)
819{ 772{
820 int a[4], i, j, k; 773 int a[4], i, j, k;
821 774
822 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
824 777
825 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 779 if (a[i] < k)
827 k = a[i], j = i; 780 k = a[i], j = i;
828 781
829 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 783 if (i != j)
832 k += a[i]; 784 k += a[i];
833 } 785
834 return k; 786 return k;
835} 787}
836 788
837void 789void
838roll_stats (object *op) 790object::roll_stats ()
839{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
840 int sum = 0; 796 int sum = 0;
841 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
843 799
844 do 800 if (sum >= 82 && sum <= 116)
801 break;
845 { 802 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 803
857 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 806
866 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
867 do 808 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 809
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 810 stats.exp = 0;
902 op->stats.ac = 0; 811 stats.ac = 0;
903 812
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
912 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
913} 825}
914 826
915void 827void
916Roll_Again (object *op) 828object::swap_stats (int a, int b)
917{ 829{
918 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 831
923void 832 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
925{ 859{
926 signed char tmp;
927 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
928 861
929 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 866}
1044 867
1045/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1049 * not the class. 872 * not the class.
1050 */ 873 */
1051 874void
1052int 875player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 876{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1071 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1073 886
1074 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1075 888
1076 if (op->msg) 889 if (ob->msg)
1077 op->msg = NULL; 890 ob->msg = 0;
1078 891
1079 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1080 * to save here. 893 * to save here.
1081 */ 894 */
895 {
896 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1084 900
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 901 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 904 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1093 fix_player (op); 906 ob->update_stats ();
1094 907
1095 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1096 * is one for this race 909 * is one for this race
1097 */ 910 */
1098 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1099 { 912 {
1100 object *tmp; 913 object *tmp;
1101 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1102 915
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 917 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1110 * default initial map */ 923 * default initial map */
1111 free_object (tmp); 924 tmp->destroy ();
1112 } 925 }
1113 else 926 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 928}
1117 return 0;
1118 }
1119 929
930void
931player::chargen_race_next ()
932{
1120 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1122 */ 935 */
1123 936
1124 tmp_loop = 0; 937 do
1125 while (!tmp_loop)
1126 { 938 {
1127 shstr name = op->name; 939 shstr name = ob->name;
1128 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1129 941
1130 remove_statbonus (op); 942 ob->remove_statbonus ();
1131 remove_ob (op); 943 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1134 op->instantiate (); 946 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1137 op->x = x; 949 ob->x = x;
1138 op->y = y; 950 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 954 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 955 }
956 while (!allowed_class (ob));
1145 957
1146 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 960 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 963 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 964}
1208 965
1209void 966void
1210flee_player (object *op) 967flee_player (object *op)
1211{ 968{
1241 { 998 {
1242 op->enemy = NULL; 999 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1001 return;
1245 } 1002 }
1003
1246 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1247 1005
1248 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1250 { 1008 {
1251 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1252 1010
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1012 return;
1256 }
1257 } 1013 }
1014
1258 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1017 op->enemy = NULL;
1261} 1018}
1262 1019
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1022 * stop.
1267 */ 1023 */
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1347 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1118 * example.
1390 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1459 pick_up (op, tmp); 1188 pick_up (op, tmp);
1460 continue; 1189 continue;
1461 } 1190 }
1462 1191
1463 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1465 { 1194 {
1466 pick_up (op, tmp); 1195 pick_up (op, tmp);
1467 continue; 1196 continue;
1468 } 1197 }
1469 1198
1577 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1308 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1310 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1313 {
1585 pick_up (op, tmp); 1314 pick_up (op, tmp);
1586 continue; 1315 continue;
1587 } 1316 }
1588 } 1317 }
1589 1318
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1320 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1322 {
1594 pick_up (op, tmp); 1323 pick_up (op, tmp);
1595 continue; 1324 continue;
1596 } 1325 }
1597 } 1326 }
1622 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1623 { 1352 {
1624 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1625 } 1354 }
1626 else 1355 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1359#endif
1631 continue; 1360 continue;
1632 } 1361 }
1643 * found object is returned. 1372 * found object is returned.
1644 */ 1373 */
1645object * 1374object *
1646find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1647{ 1376{
1648 object *tmp = NULL; 1377 object *tmp = 0;
1649 1378
1650 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1654 return op; 1383 return op;
1384
1655 return tmp; 1385 return tmp;
1656} 1386}
1657 1387
1658/* 1388/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1393 */
1664
1665object * 1394object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1396{
1668 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1702 else 1431 else
1703 { 1432 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1434 {
1706 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1438 {
1710 tmp = arrow; 1439 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1441 }
1713 } 1442 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1444 {
1716 tmp = arrow; 1445 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1465 * op = the shooter
1737 * type = bow->race 1466 * type = bow->race
1738 * dir = fire direction 1467 * dir = fire direction
1739 */ 1468 */
1740
1741object * 1469object *
1742pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1743{ 1471{
1744 object *tmp = NULL; 1472 object *tmp = NULL;
1745 maptile *m; 1473 maptile *m;
1810 */ 1538 */
1811int 1539int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1541{
1814 object *left, *bow; 1542 object *left, *bow;
1815 int bowspeed, mflags; 1543 int mflags;
1816 maptile *m; 1544 maptile *m;
1817 1545
1818 if (!dir) 1546 if (!dir)
1819 { 1547 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1549 return 0;
1822 } 1550 }
1823 if (op->type == PLAYER) 1551
1824 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1825 else 1554 else
1826 { 1555 {
1827 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1563 if (!bow)
1835 { 1564 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1566 return 0;
1838 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1839 } 1576 }
1577
1840 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1841 { 1579 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1581 return 0;
1844 } 1582 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1583
1854 if (arrow == NULL) 1584 if (arrow == NULL)
1855 { 1585 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1587 {
1858 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1591 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1863 return 0; 1594 return 0;
1864 } 1595 }
1865 } 1596 }
1597
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1600 return 0;
1870 } 1601
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1603 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1605 return 0;
1875 } 1606 }
1876 1607
1877 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1879 { 1610 {
1880 remove_ob (arrow); 1611 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1612 return 0;
1883 } 1613 }
1884 1614
1885 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1617 if (!arrow)
1888 { 1618 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1620 return 0;
1891 } 1621 }
1892 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1625 arrow->direction = dir;
1896 arrow->x = sx; 1626
1897 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1659
1899 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1900 { 1661 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1934 } 1669 }
1935 else 1670 else
1936 { 1671 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1672 arrow->level = op->level;
1939 } 1673 arrow->stats.wc -= bow->magic;
1940 1674
1941 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1942 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1943 1680
1944 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1683
1947 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1687
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1952 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1953 1690
1954 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1692 move_arrow (arrow);
1956 1693
1957 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1977{ 1714{
1978 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1979 1716
1980 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1981 { 1718 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1720 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1722 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1724 wcmod = -1;
1725
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1727 }
1990 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1991 { 1729 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1735 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1739 }
2003 else 1740 else
2004 { 1741 {
2005 /* Simple case */ 1742 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1744 }
1745
2008 return ret; 1746 return ret;
2009} 1747}
2010
2011 1748
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2014 */ 1751 */
2015void 1752void
2016fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2017{ 1754{
2018 object *item; 1755 object *item = op->contr->ranged_ob;
2019 1756
2020 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2021 { 1758 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1760 return;
2024 } 1761 }
2025 1762
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1763 if (!item->inv)
2028 { 1764 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1766 return;
2031 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2032 if (item->type == WAND) 1772 if (item->type == WAND)
2033 { 1773 {
2034 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2035 { 1775 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2038 return; 1779 return;
2039 } 1780 }
2040 } 1781 }
2041 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2042 { 1783 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1785 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2046 if (item->type == ROD) 1788 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1790 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2050 return; 1793 return;
2051 } 1794 }
2052 } 1795 }
2053 1796
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2061 object *tmp; 1804 object *tmp;
2062 1805
2063 if (item->arch) 1806 if (item->arch)
2064 { 1807 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2067 item->speed = 0; 1810 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1811 }
1812
2070 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1815 }
2073 } 1816 }
2074 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1818 drain_rod_charge (item);
2077 }
2078 } 1819 }
2079} 1820}
2080 1821
2081/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2082 */ 1823 */
2083void 1824bool
2084fire (object *op, int dir) 1825fire (object *op, int dir)
2085{ 1826{
2086 int spellcost = 0; 1827 int spellcost = 0;
2087 1828
2088 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2090 make_visible (op); 1831 make_visible (op);
2091 1832
2092 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2093 { 1839 }
2094 case range_none:
2095 return;
2096 1840
2097 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2098 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2099 return; 1858 break;
2100 1859
2101 case range_magic: /* Casting spells */ 1860 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1862 break;
2104 1863
2105 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2106 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2107 return; 1874 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2111 {
2112 op->contr->ranges[range_golem] = NULL;
2113 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 }
2116 else
2117 control_golem (op->contr->ranges[range_golem], dir);
2118 return;
2119
2120 case range_skill:
2121 if (!op->chosen_skill)
2122 {
2123 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return;
2126 }
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return;
2129 case range_builder:
2130 apply_map_builder (op, dir);
2131 return;
2132 default:
2133 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2134 return;
2135 } 1875 }
2136}
2137 1876
2138 1877 return true;
1878}
2139 1879
2140/* find_key 1880/* find_key
2141 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2142 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2143 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2145 * pl is the player, 1885 * pl is the player,
2146 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2147 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2148 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2149 */ 1889 */
2150
2151object * 1890object *
2152find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2153{ 1892{
2154 object *tmp, *key; 1893 object *tmp, *key;
2155 1894
2156 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2157 if (container->inv == NULL) 1896 if (!container->inv)
2158 return NULL; 1897 return 0;
2159 1898
2160 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2161 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2162 { 1901 {
2163 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2164 break; 1903 break;
2165 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2166 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2167 */ 1906 */
2168 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2169 break; 1908 break;
2170 } 1909 }
1910
2171 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2172 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2173 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2174 * a key, return 1914 * a key, return
2175 */ 1915 */
2176 if (!tmp) 1916 if (!tmp)
2177 { 1917 {
2178 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2179 { 1919 {
2180 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2181 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2182 { 1922 {
2183 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2184 return key; 1924 return key;
2185 } 1925 }
2186 } 1926 }
1927
2187 if (!tmp) 1928 if (!tmp)
2188 return NULL; 1929 return NULL;
2189 } 1930 }
1931
2190 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2191 * see if we actually want to use it 1933 * see if we actually want to use it
2192 */ 1934 */
2193 if (pl != container) 1935 if (pl != container)
2194 { 1936 {
2215 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2216 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2217 return NULL; 1959 return NULL;
2218 } 1960 }
2219 } 1961 }
1962
2220 return tmp; 1963 return tmp;
2221} 1964}
2222 1965
2223/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2224 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2226 * 0 otherwise 1969 * 0 otherwise
2227 */ 1970 */
2228static int 1971static int
2229player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2230{ 1973{
2231
2232 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2233 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2234 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2235 */ 1977 */
2236 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2237 1979
2238 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2239 if (key) 1981 if (key)
2240 { 1982 {
2241 object *container = key->env; 1983 object *container = key->env;
2242 1984
2243 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2244 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2245 make_visible (op); 1986 make_visible (op);
1987
2246 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2247 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2248 if (door->type == DOOR) 1991 if (door->type == DOOR)
2249 {
2250 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2251 }
2252 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2253 { 1994 {
2254 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2255 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2256 } 1997 }
1998
2257 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2258 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2259 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2260 if (container != op) 2002 if (container != op)
2261 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2262 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2263 } 2006 }
2264 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2265 { 2008 {
2266 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2267 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2268 return 1; 2011 return 1;
2269 } 2012 }
2013
2270 return 0; 2014 return 0;
2271} 2015}
2272 2016
2273/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2274 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2278 */ 2022 */
2279 2023bool
2280void
2281move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2282{ 2025{
2283 object *tmp, *mon;
2284 sint16 nx, ny;
2285 int on_battleground; 2026 int on_battleground;
2286 maptile *m;
2287 2027
2288 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2290 2030
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2292 2041
2293 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2294 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2295 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2296 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2297 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2298 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2299 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2300 * move_ob uses. 2049 * move_ob uses.
2301 */ 2050 */
2302 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
2303 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 {
2306 m = get_map_from_coord (op->map, &nx, &ny);
2307 if (!m)
2308 return; /* Don't think this should happen */
2309 }
2310 else
2311 m = op->map;
2312 2052
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return;
2317 }
2318
2319 mon = NULL;
2320 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2321 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2322 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2323 * on the space 2056 * on the space
2324 */ 2057 */
2325 while (tmp != NULL) 2058 object *mon;
2326 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2327 if (tmp == op) 2060 {
2328 { 2061 if ((mon->flag [FLAG_ALIVE]
2329 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2330 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2331 }
2332
2333 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2334 {
2335 mon = tmp; 2064 && mon != op)
2336 break; 2065 break;
2337 } 2066 }
2338 2067
2339 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2340 mon = tmp;
2341
2342 tmp = tmp->above;
2343 }
2344
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2069 return false; /* into a wall */
2347 2070
2348 if (mon->head != NULL)
2349 mon = mon->head; 2071 mon = mon->head_ ();
2350 2072
2351 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2352 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2353 return; 2078 return true;
2079 }
2354 2080
2355 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2356 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2357 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2358 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2359 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2360 * and thus will not push them. 2086 * and thus will not push them.
2361 */ 2087 */
2362 2088
2363 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2364 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2365 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2366 */ 2092 */
2367 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2368#if COZY_SERVER 2094 && ((mon->owner && mon->owner->contr
2369 &&
2370 ((get_owner (mon) && get_owner (mon)->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2372#else 2096 || mon->owner == op)
2373 && get_owner (mon) == op
2374#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2098 {
2377 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2378 if (op->contr->braced) 2100 if (op->contr->braced)
2379 return; 2101 return false;
2380 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2381 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2382 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2111 make_visible (op);
2112
2384 return; 2113 return true;
2385 } 2114 }
2115 else
2116 return false;
2117 }
2386 2118
2387 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2389 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2390 * attack them either. 2122 * attack them either.
2391 */ 2123 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2393 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2394#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2395 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2396 || (mon->type == PLAYER 2128 && !on_battleground))
2397 && mon->contr-> 2129 {
2398 peaceful)) && 2130 if (op->speed_left > 0.f)
2399#else
2400 op->contr->peaceful &&
2401#endif
2402 !on_battleground))
2403 { 2131 {
2132 --op->speed_left;
2133
2404 if (!op->contr->braced) 2134 if (!op->contr->braced)
2405 { 2135 {
2406 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2407 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2408 } 2138 }
2409 else 2139 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2141
2413 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2143 make_visible (op);
2415 }
2416 2144
2145 return true;
2146 }
2147 }
2417 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2418 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2419 */ 2150 */
2420 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2421 { 2154 {
2155 --op->speed_left;
2156
2422 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2423 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2424 make_visible (op); 2159 make_visible (op);
2425 }
2426 2160
2161 return true;
2162 }
2163 }
2427 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2428 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2429 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2430 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2431 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2169 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2172 {
2437 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2438 /* If the player hasn't hit something this tick, and does
2439 * so, give them speed boost based on weapon speed. Doing
2440 * it here is better than process_players2, which basically
2441 * incurred a 1 tick offset.
2442 */
2443 if (!op->contr->has_hit)
2444 { 2174 {
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2446 2176
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 }
2449
2450 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2451 2178
2452 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is
2455 * the wiz.
2456 */
2457 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2458 {
2459 short luck = mon->stats.luck;
2460
2461 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL);
2463 mon->stats.luck = luck;
2464 }
2465 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2466 make_visible (op); 2180 make_visible (op);
2467 }
2468 } /* if player should attack something */
2469}
2470 2181
2471int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2472move_player (object *op, int dir) 2190move_player (object *op, int dir)
2473{ 2191{
2474 int pick; 2192 int pick;
2475 2193
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2195 return 0;
2478 2196
2479 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2481 { 2199 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2201 return 0;
2484 } 2202 }
2485 2203
2486 /* peterm: added following line */ 2204 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2207
2490 op->facing = dir; 2208 op->facing = dir;
2491 2209
2492 if (op->hide) 2210 if (op->hide)
2493 do_hidden_move (op); 2211 do_hidden_move (op);
2494 2212
2213 bool retval;
2214
2495 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2496 /*nop */ ; 2216 retval = RESULT_INT (0);
2497 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2498 fire (op, dir); 2218 retval = fire (op, dir);
2499 else 2219 else
2500 { 2220 {
2501 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2502 pick = check_pick (op); 2222 pick = check_pick (op);
2503 } 2223 }
2504 2224
2505 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2506 * server can handle repeat firing. 2226 * server can handle repeat firing.
2507 */ 2227 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2229 op->direction = dir;
2511 }
2512 else 2230 else
2513 {
2514 op->direction = 0; 2231 op->direction = 0;
2515 } 2232
2516 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2235 * for players.
2519 */ 2236 */
2520 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2521 return 0; 2238
2239 return retval;
2522} 2240}
2523 2241
2524/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2525 * new client/server stuff. 2243 * new client/server stuff.
2526 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2527 * the new speed values for commands. 2245 * the new speed values for commands.
2528 * 2246 *
2529 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2530 */ 2250 */
2531int 2251bool
2532handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2533{ 2253{
2534 if (op->contr->hidden)
2535 {
2536 op->invisible = 1000;
2537 /* the socket code flashes the player visible/invisible
2538 * depending on the value of invisible, so we need to
2539 * alternate it here for it to work correctly.
2540 */
2541 if (pticks & 2)
2542 op->invisible--;
2543 }
2544 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2545 {
2546 op->invisible--;
2547 if (!op->invisible)
2548 {
2549 make_visible (op);
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2551 }
2552 }
2553
2554 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2555 { 2255 {
2556 flee_player (op); 2256 if (op->speed_left > 0.f)
2557 /* If player is still scared, that is his action for this tick */
2558 if (QUERY_FLAG (op, FLAG_SCARED))
2559 { 2257 {
2560 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2561 return 0; 2261 return true;
2562 } 2262 }
2563 } 2263 else
2564 2264 return false;
2565 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer.
2569 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2572 {
2573 op->contr->ranges[range_golem] = NULL;
2574 op->contr->golem_count = 0;
2575 } 2265 }
2576 2266
2577 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2578 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2269 * called, so we recheck it here.
2580 */ 2270 */
2581 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2582 if (op->speed_left < 0)
2583 return 0; 2272 return true;
2584 2273
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 {
2587 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--;
2589
2590 /* Instead of all the stuff below, let move_player take care
2591 * of it. Also, some of the skill stuff is only put in
2592 * there, as well as the confusion stuff.
2593 */
2594 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2595 if (op->speed_left > 0) 2276
2596 return 1;
2597 else
2598 return 0;
2599 }
2600 return 0; 2277 return false;
2601} 2278}
2602 2279
2603int 2280int
2604save_life (object *op) 2281save_life (object *op)
2605{ 2282{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2284 return 0;
2610 2285
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2288 {
2614 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291
2616 if (op->contr) 2292 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2294
2619 free_object (tmp); 2295 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2621 if (op->stats.hp < 0) 2298 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2300
2623 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2624 op->stats.food = 999; 2302 op->stats.food = 999;
2625 fix_player (op); 2303
2304 op->update_stats ();
2626 return 1; 2305 return 1;
2627 } 2306 }
2307
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2311 return 0;
2632} 2312}
2634/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2635 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2636 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2637 * from. 2317 * from.
2638 */ 2318 */
2639void 2319static void
2640remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2641{ 2321{
2642 object *next;
2643
2644 while (op) 2322 while (op)
2645 { 2323 {
2646 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2647 * we remove object 'op' 2325
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2327 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2657 } 2332 }
2658 else if (op->inv) 2333 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2660 op = next; 2336 op = next;
2661 } 2337 }
2662} 2338}
2663 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2664 2346
2665/* 2347/*
2666 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2364 else
2683 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2368 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2687 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2688 else 2371 else
2689 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2375 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2693 { 2377 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2380 strcat (buf2, buf);
2697 } 2381 }
2382
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2701 return buf2; 2387 return buf2;
2702} 2388}
2703
2704
2705 2389
2706void 2390void
2707do_some_living (object *op) 2391do_some_living (object *op)
2708{ 2392{
2709 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2715 int rate_grace = 2000; 2399 int rate_grace = 2000;
2716 const int max_hp = 1; 2400 const int max_hp = 1;
2717 const int max_sp = 1; 2401 const int max_sp = 1;
2718 const int max_grace = 1; 2402 const int max_grace = 1;
2719 2403
2720 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2721 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2726 2422
2727 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2728 { 2424 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2429 else
2735 { 2430 {
2736 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2433 }
2434
2739 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2437 else
2742 { 2438 {
2743 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2441 }
2442
2746 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2445 else
2749 { 2446 {
2750 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2751 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2752 } 2449 }
2753 2450
2754 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2755 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2756 { 2453 {
2757 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2758 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2759 { 2456 {
2760 op->stats.sp++; 2457 op->stats.sp++;
2766 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2767 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2768 op->stats.food = last_food; 2465 op->stats.food = last_food;
2769 } 2466 }
2770 } 2467 }
2468
2771 if (max_sp > 1) 2469 if (max_sp > 1)
2772 { 2470 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2472 if (over_sp > 0)
2775 { 2473 {
2776 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2777 { 2475 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2779 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2780 op->stats.sp--; 2479 op->stats.sp--;
2480
2781 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2783 } 2483 }
2784 op->last_sp = 0; 2484 op->last_sp = 0;
2785 } 2485 }
2786 else 2486 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2488 }
2791 else 2489 else
2792 {
2793 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2794 }
2795 } 2491 }
2796 2492
2797 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2798 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2799 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2800 { 2496 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2803 if (max_grace > 1) 2500 if (max_grace > 1)
2804 { 2501 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2503 if (over_grace > 0)
2807 { 2504 {
2835 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2836 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2837 op->stats.food = last_food; 2534 op->stats.food = last_food;
2838 } 2535 }
2839 } 2536 }
2537
2840 if (max_hp > 1) 2538 if (max_hp > 1)
2841 { 2539 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2541 if (over_hp > 0)
2844 { 2542 {
2857 } 2555 }
2858 2556
2859 /* Digestion */ 2557 /* Digestion */
2860 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2861 { 2559 {
2862#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2863 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2864 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2865#else
2866 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2867#endif
2868 2562
2869 if (op->contr->gen_hp > 0)
2870 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2871 else 2564
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2873 /* dms do not consume food */ 2565 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2567 op->stats.food--;
2876 } 2568 }
2877 }
2878 2569
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2571 {
2881 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2882 2573
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2575 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2888 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2583 break;
2893 } 2584 }
2894 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2895 flesh = tmp; 2586 flesh = tmp;
2896 } /* End if paid for object */ 2587 } /* End if paid for object */
2897 } /* end of for loop */ 2588 } /* end of for loop */
2589
2898 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2899 * eat flesh instead. 2591 * eat flesh instead.
2900 */ 2592 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2594 {
2903 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2904 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2905 } 2597 }
2906 } /* end if player is starving */ 2598 }
2907 2599
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2910 2602
2911 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2912 kill_player (op); 2604 kill_player (op);
2605 }
2913} 2606}
2914
2915
2916 2607
2917/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2918 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2919 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2611 * file.
2938 object *tmp; 2629 object *tmp;
2939 2630
2940 if (save_life (op)) 2631 if (save_life (op))
2941 return; 2632 return;
2942 2633
2943
2944 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2945 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2946 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2947 */ 2637 */
2948 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2950 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2951 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2952 2642
2953 /* restore player */ 2643 /* restore player */
2954 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2646 {
2958 remove_ob (tmp); 2647 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2649 }
2962 2650
2963 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2653 {
2967 remove_ob (tmp); 2654 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2656 }
2971 2657
2972 cure_disease (op, 0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2661 op->stats.food = 999;
2976 2662
2977 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2665 {
2981 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2667 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2984 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2671 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2989 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2675 }
2992 2676
2993 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2679 op->contr->braced = 0;
3000 2684
3001 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
3002 2686
3003 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
3004 { 2688 {
3005 if (op->contr->explore)
3006 {
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3009 op->stats.food = 999;
3010 return;
3011 }
3012 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3014 } 2691 }
3015 else 2692 else
3016 {
3017 if (op->contr->explore)
3018 {
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3025 } 2694
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3027 2696
3028 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3029 x = op->x; 2698 x = op->x;
3030 y = op->y; 2699 y = op->y;
3031 map = op->map; 2700 map = op->map;
3032 2701
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3038 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3039 */ 2705 */
3040 2706
3041 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2709 * of death.
3044 */ 2710 */
3045#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3047 { 2713 {
3048 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3049 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3050 more if they do. */ 2716 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2719 little bit harder. */
3054 /* GD */ 2720 /* GD */
3055 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2722 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2723 else
3061 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3062 num_stats_lose = 1; 2727 num_stats_lose = 1;
3063 } 2728
3064 lost_a_stat = 0; 2729 lost_a_stat = 0;
3065 2730
3066 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3067 { 2732 {
3068 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3069 2734
3070 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3071 { 2755 {
3072 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3073 * what he lost. 2757 insert_ob_in_ob (dep, op);
3074 */
3075 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 lost_a_stat = 1;
3081 } 2758 }
3082 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3083 { 2761 {
3084 /* deplete a stat */ 2762 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3086 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3087 2765 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2766 {
3091 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3093 } 2769
3094 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 { 2776 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2777 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2779 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2780 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2781 else
3136 if (this_stat >= -50)
3137 { 2782 {
3138 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3143 } 2788 }
3144 } 2789 }
3145 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3146 } 2809 }
2810 }
2811 }
3147 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2813 if (!lost_a_stat)
3149 { 2814 {
3150 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3153 2818
3154 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3155 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3156 else 2821 else
3157 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3158 } 2823 }
3159#else 2824#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2826#endif
3162 2827
3163 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2829 * exp loss on the stone.
3165 */ 2830 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2833 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3171 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); 2836 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);
3172 tmp->msg = buf; 2837 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2840
3176 /**************************************/ 2841 /**************************************/
3177 /* */ 2842 /* */
3178 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3181 /* */ 2846 /* */
3182 /**************************************/ 2847 /**************************************/
3183 2848
3184 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2850 /* restore player */
3186 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
2853
3188 if (tmp) 2854 if (tmp)
3189 { 2855 {
3190 remove_ob (tmp); 2856 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2858 }
3194 2859
3195 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2862 if (tmp)
3198 { 2863 {
3199 remove_ob (tmp); 2864 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2866 }
3203 2867
3204 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3205 2869
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3209 op->stats.food = 900; 2873 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2877
3214 /* 2878 /*
3215 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3216 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3217 * in the map. 2881 */
3218 */ 2882 op->drop_unpaid_items ();
3219 2883
3220 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op);
3222
3223 /****************************************/ 2884 /****************************************/
3224 /* */ 2885 /* */
3225 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3227 /* */ 2888 /* */
3228 /****************************************/ 2889 /****************************************/
3229 2890
3230 enter_player_savebed (op); 2891 enter_player_savebed (op);
3231 2892
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2893 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2894
3238 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2898 * on the space that might harm the player.
3242 */ 2899 */
3243 will_kill_again = 0; 2900 will_kill_again = 0;
3244 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3245 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3247 2904
3248 if (will_kill_again) 2905 if (will_kill_again)
3249 { 2906 {
3250 object *force; 2907 object *force;
3251 int at; 2908 int at;
3252 2909
3253 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2912 force->speed = 0.1f;
3256 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3257 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2917 force->resist[at] = 100;
3261 2918
3262 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3263 fix_player (op); 2920 op->update_stats ();
3264 2921
3265 } 2922 }
3266 2923
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2925}
3336
3337 2926
3338void 2927void
3339loot_object (object *op) 2928loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3342 2931
3343 if (op->container) 2932 op->close_container (); /* close open sack first */
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container);
3346 }
3347 2933
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3349 { 2935 {
3350 next = tmp->below; 2936 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3352 continue; 2939 continue;
3353 remove_ob (tmp); 2940
2941 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3355 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3357 loot_object (tmp); 2946
3358 }
3359 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3360 { 2948 {
3361 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3362 { 2950 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2952 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2954 }
3367 else 2955 else
3368 free_object (tmp); 2956 tmp->destroy ();
3369 } 2957 }
3370 else 2958 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2960 }
3373} 2961}
3375/* 2963/*
3376 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3377 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3378 * was changed. 2966 * was changed.
3379 */ 2967 */
3380
3381void 2968void
3382fix_weight (void) 2969fix_weight (void)
3383{ 2970{
3384 player *pl; 2971 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 2972 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 2974
3390 if (old == sum) 2975 if (old == sum)
3391 continue; 2976 continue;
3392 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3393 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3394 } 2979 }
3395} 2980}
3396 2981
3397void 2982void
3398fix_luck (void) 2983fix_luck (void)
3399{ 2984{
3400 player *pl; 2985 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3405} 2988}
3406
3407 2989
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3411 */ 2993 */
3412
3413void 2994void
3414cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3415{ 2996{
3416 object *skop, *spob; 2997 object *skop, *spob;
3417 2998
3438 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3439 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3440 3021
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3023
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3025}
3447 3026
3448void 3027void
3449make_visible (object *op) 3028make_visible (object *op)
3450{ 3029{
3453 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3454 { 3033 {
3455 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3456 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3457 } 3036 }
3037
3458 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3459} 3039}
3460 3040
3461int 3041int
3462is_true_undead (object *op) 3042is_true_undead (object *op)
3463{ 3043{
3464 object *tmp = NULL;
3465
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3467 return 1; 3045 return 1;
3468 3046
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3047 return 0;
3475} 3048}
3476 3049
3477/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3520/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3521 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3522 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3523 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3524 */ 3097 */
3525
3526void 3098void
3527do_hidden_move (object *op) 3099do_hidden_move (object *op)
3528{ 3100{
3529 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3530 object *skop; 3102 object *skop;
3534 3106
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3108
3537 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3538 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3541 { 3112 {
3542 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3543 make_visible (op); 3114 make_visible (op);
3544 return; 3115 return;
3545 } 3116 }
3546 else 3117 else
3547 num += 20; 3118 num += 20;
3548 } 3119
3549 num += op->map->difficulty; 3120 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3122 num -= hide;
3123
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3125 {
3554 make_visible (op); 3126 make_visible (op);
3555 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3556 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3557 } 3129 }
3558 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3559 {
3560 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3561 }
3562} 3132}
3563 3133
3564/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3565 3135
3566int 3136int
3593 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3594 continue; 3164 continue;
3595 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3596 continue; 3166 continue;
3597 3167
3598 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3599 { 3169 {
3600 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3601 return 1; 3171 return 1;
3602 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3603 { 3173 {
3633 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3634 { 3204 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3206 return -1;
3637 } 3207 }
3208
3638 if (!pl || !op) 3209 if (!pl || !op)
3639 return 0; 3210 return 0;
3640 3211
3641 if (op->head)
3642 {
3643 op = op->head; 3212 op = op->head_ ();
3644 } 3213
3645 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3646 3215
3647 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3217 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3650 * a blocked los square. 3219 * a blocked los square.
3651 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3652 */ 3221 */
3653 while (op) 3222 while (op)
3654 { 3223 {
3655 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3656 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3657 3226
3658 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3659 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3660 * for any meaningful values. 3229 * for any meaningful values.
3661 */ 3230 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3665 return 1; 3234 return 1;
3666 op = op->more; 3235 op = op->more;
3667 } 3236 }
3668 return 0; 3237 return 0;
3669} 3238}
3766 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3767 int i = 0, j = 0; 3336 int i = 0, j = 0;
3768 3337
3769 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3770 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3771 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3772 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3773 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3774 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3775 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3776 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3777 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3778 3347
3779 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3780 return; 3349 return;
3781 3350
3782 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3783 3352
3784 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3785 { 3354 {
3786 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3787 return; 3356 return;
3788 } 3357 }
3789 3358
3790 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3791 item = &(tr->item->clone); 3360 item = tr->item;
3792 3361
3793 if (item->type == SPELL) 3362 if (item->type == SPELL)
3794 { 3363 {
3795 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3796 return; 3365 return;
3855 { 3424 {
3856 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3426 object *skin;
3858 3427
3859 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3860 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3861 if (skin == NULL) 3432 if (!skin)
3862 return; 3433 return;
3863 3434
3864 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3437 {
3911 * not readied. 3482 * not readied.
3912 */ 3483 */
3913void 3484void
3914player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3915{ 3486{
3916 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3917 3489
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3919 { 3491 pl->combat_ob = 0;
3492
3920 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3921 { 3494 pl->ranged_ob = 0;
3922 pl->ranges[i] = NULL;
3923 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none;
3926 }
3927 }
3928 }
3929} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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