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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
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
319/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
321 * mode. 380 * mode.
322 */ 381 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
328 386
329 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 388
333 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
335 392
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 395 return pl;
352} 396}
353 397
354/* 398/*
355 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
358 */ 402 */
359archetype * 403archetype *
360get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
361{ 405{
362 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 407
364 for (;;) 408 for (;;)
365 { 409 {
366 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
367 at = first_archetype; 411 i = archetypes.begin ();
368 else 412 else if (*i == at)
369 at = at->next; 413 cleanup ("not a single player archetype found");
414
370 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
371 return at; 416 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 417 }
378} 418}
379
380 419
381object * 420object *
382get_nearest_player (object *mon) 421get_nearest_player (object *mon)
383{ 422{
384 object *op = NULL; 423 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 424 objectlink *ol;
387 unsigned lastdist; 425 unsigned lastdist;
388 rv_vector rv; 426 rv_vector rv;
389 427
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 429 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 437 object *tmp = ol->ob;
400 438
401 /* 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
402 * itself will have been cleared. 440 * itself will have been cleared.
403 */ 441 */
404 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 ());
405 ol = ol->next; 444 ol = ol->next;
406 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
407 if (!ol) 446 if (!ol)
408 return op; 447 return op;
409 } 448 }
422 { 461 {
423 op = ol->ob; 462 op = ol->ob;
424 lastdist = rv.distance; 463 lastdist = rv.distance;
425 } 464 }
426 } 465 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 466
428 { 467 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
433 { 470 {
434 op = pl->ob; 471 op = pl->ob;
435 lastdist = rv.distance; 472 lastdist = rv.distance;
436 } 473 }
437 } 474
438 }
439#if 0 475#if 0
440 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)");
441#endif 477#endif
442 return op; 478 return op;
443} 479}
461 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 499 * is probably not a good thing.
464 */ 500 */
465#define MAX_SPACES 50 501#define MAX_SPACES 50
466
467 502
468/* 503/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 537 x = mon->x;
503 y = mon->y; 538 y = mon->y;
504 m = mon->map; 539 m = mon->map;
505 dir = rv.direction; 540 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 545 if (diff > max)
510 return 0; 546 return 0;
547
511 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
512 { 549 {
513 lastx = x; 550 lastx = x;
514 lasty = y; 551 lasty = y;
515 lastmap = m; 552 lastmap = m;
597 max--; 634 max--;
598 lastdir = dir; 635 lastdir = dir;
599 if (!firstdir) 636 if (!firstdir)
600 firstdir = dir; 637 firstdir = dir;
601 } 638 }
639
602 if (diff <= 1) 640 if (diff <= 1)
603 { 641 {
604 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 643 * headed toward player for entire distance.
606 */ 644 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 647 }
648
610 if (diff > max) 649 if (diff > max)
611 return 0; 650 return 0;
612 } 651 }
652
613 /* 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 */
614 if (!max) 654 if (!max)
615 return 0; 655 return 0;
616 656
617 return firstdir; 657 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
647 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))
648 { 688 {
649 remove_ob (op); 689 op->destroy ();
650 free_object (op);
651 continue; 690 continue;
652 } 691 }
653 } 692 }
654 693
655 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
667 break; 706 break;
668 707
669 if (tmp) 708 if (tmp)
670 { 709 {
671 remove_ob (op); 710 op->destroy ();
672 free_object (op);
673 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);
674 continue; 712 continue;
675 } 713 }
714
676 if (op->nrof > 1) 715 if (op->nrof > 1)
677 op->nrof = 1; 716 op->nrof = 1;
678 } 717 }
679 718
680 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 733 }
695 if (op->type == SPELL) 734 if (op->type == SPELL)
696 { 735 {
697 remove_ob (op); 736 op->destroy ();
698 free_object (op);
699 continue; 737 continue;
700 } 738 }
701 else if (op->type == SKILL) 739 else if (op->type == SKILL)
702 { 740 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
713 link_player_skills (pl); 751 link_player_skills (pl);
714} 752}
715 753
716void 754void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
801{ 756{
802 if (party == NULL) 757 if (party == NULL)
803 { 758 {
804 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);
805 return; 760 return;
806 } 761 }
762
807 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
810 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:");
811} 767}
812
813 768
814/* 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. */
815int 770static int
816roll_stat (void) 771roll_stat (void)
817{ 772{
818 int a[4], i, j, k; 773 int a[4], i, j, k;
819 774
820 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
822 777
823 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 779 if (a[i] < k)
825 k = a[i], j = i; 780 k = a[i], j = i;
826 781
827 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 783 if (i != j)
830 k += a[i]; 784 k += a[i];
831 } 785
832 return k; 786 return k;
833} 787}
834 788
835void 789void
836roll_stats (object *op) 790object::roll_stats ()
837{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
838 int sum = 0; 796 int sum = 0;
839 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
841 799
842 do 800 if (sum >= 82 && sum <= 116)
801 break;
843 { 802 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 803
855 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 806
864 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
865 do 808 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 809
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 810 stats.exp = 0;
900 op->stats.ac = 0; 811 stats.ac = 0;
901 812
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
911} 825}
912 826
913void 827void
914Roll_Again (object *op) 828object::swap_stats (int a, int b)
915{ 829{
916 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 831
921void 832 for (int i = 0; i < NUM_STATS; ++i)
922Swap_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)
923{ 859{
924 signed char tmp;
925 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
926 861
927 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 866}
1042 867
1043/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1047 * not the class. 872 * not the class.
1048 */ 873 */
1049 874void
1050int 875player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 876{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1069 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1071 886
1072 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1073 888
1074 if (op->msg) 889 if (ob->msg)
1075 op->msg = NULL; 890 ob->msg = 0;
1076 891
1077 /* 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
1078 * to save here. 893 * to save here.
1079 */ 894 */
895 {
896 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1082 900
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 901 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 904 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1091 fix_player (op); 906 ob->update_stats ();
1092 907
1093 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1094 * is one for this race 909 * is one for this race
1095 */ 910 */
1096 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1097 { 912 {
1098 object *tmp; 913 object *tmp;
1099 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1100 915
1101 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);
1102 tmp = get_object (); 917 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1106 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;
1107 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1108 * default initial map */ 923 * default initial map */
1109 free_object (tmp); 924 tmp->destroy ();
1110 } 925 }
1111 else 926 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 928}
1115 return 0;
1116 }
1117 929
930void
931player::chargen_race_next ()
932{
1118 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1120 */ 935 */
1121 936
1122 tmp_loop = 0; 937 do
1123 while (!tmp_loop)
1124 { 938 {
1125 shstr name = op->name; 939 shstr name = ob->name;
1126 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1127 941
1128 remove_statbonus (op); 942 ob->remove_statbonus ();
1129 remove_ob (op); 943 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1132 op->instantiate (); 946 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1135 op->x = x; 949 ob->x = x;
1136 op->y = y; 950 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 954 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 955 }
956 while (!allowed_class (ob));
1143 957
1144 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 960 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 963 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 964}
1206 965
1207void 966void
1208flee_player (object *op) 967flee_player (object *op)
1209{ 968{
1239 { 998 {
1240 op->enemy = NULL; 999 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1001 return;
1243 } 1002 }
1003
1244 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1245 1005
1246 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1248 { 1008 {
1249 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1250 1010
1251 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)))
1252 {
1253 return; 1012 return;
1254 }
1255 } 1013 }
1014
1256 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1017 op->enemy = NULL;
1259} 1018}
1260 1019
1261
1262/* 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.
1263 * 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
1264 * stop. 1022 * stop.
1265 */ 1023 */
1266int 1024int
1267check_pick (object *op) 1025check_pick (object *op)
1268{ 1026{
1269 object *tmp, *next; 1027 object *tmp, *next;
1270 int stop = 0; 1028 int stop = 0;
1271 int j, k, wvratio; 1029 int wvratio;
1272 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1273 1031
1274 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1276 return 1; 1034 return 1;
1277 1035
1345 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1106 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1111 }
1112
1382 /* philosophy: 1113 /* philosophy:
1383 * 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
1384 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1386 * 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
1387 * example. 1118 * example.
1388 * 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
1389 * 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
1390 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1457 pick_up (op, tmp); 1188 pick_up (op, tmp);
1458 continue; 1189 continue;
1459 } 1190 }
1460 1191
1461 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1462 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1463 { 1194 {
1464 pick_up (op, tmp); 1195 pick_up (op, tmp);
1465 continue; 1196 continue;
1466 } 1197 }
1467 1198
1575 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1577 { 1308 {
1578 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1579 { 1310 {
1580 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 &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1582 { 1313 {
1583 pick_up (op, tmp); 1314 pick_up (op, tmp);
1584 continue; 1315 continue;
1585 } 1316 }
1586 } 1317 }
1587 1318
1588 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1589 { 1320 {
1590 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)
1591 { 1322 {
1592 pick_up (op, tmp); 1323 pick_up (op, tmp);
1593 continue; 1324 continue;
1594 } 1325 }
1595 } 1326 }
1620 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1621 { 1352 {
1622 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1623 } 1354 }
1624 else 1355 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1627 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))));
1628#endif 1359#endif
1629 continue; 1360 continue;
1630 } 1361 }
1641 * found object is returned. 1372 * found object is returned.
1642 */ 1373 */
1643object * 1374object *
1644find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1645{ 1376{
1646 object *tmp = NULL; 1377 object *tmp = 0;
1647 1378
1648 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1649 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))
1650 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1652 return op; 1383 return op;
1384
1653 return tmp; 1385 return tmp;
1654} 1386}
1655 1387
1656/* 1388/*
1657 * 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
1658 * 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
1659 * 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
1660 * 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.
1661 */ 1393 */
1662
1663object * 1394object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1396{
1666 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1700 else 1431 else
1701 { 1432 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1434 {
1704 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 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)
1707 { 1438 {
1708 tmp = arrow; 1439 tmp = arrow;
1709 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;
1710 } 1441 }
1711 } 1442 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1444 {
1714 tmp = arrow; 1445 tmp = arrow;
1733 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1465 * op = the shooter
1735 * type = bow->race 1466 * type = bow->race
1736 * dir = fire direction 1467 * dir = fire direction
1737 */ 1468 */
1738
1739object * 1469object *
1740pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1741{ 1471{
1742 object *tmp = NULL; 1472 object *tmp = NULL;
1743 maptile *m; 1473 maptile *m;
1808 */ 1538 */
1809int 1539int
1810fire_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)
1811{ 1541{
1812 object *left, *bow; 1542 object *left, *bow;
1813 int bowspeed, mflags; 1543 int mflags;
1814 maptile *m; 1544 maptile *m;
1815 1545
1816 if (!dir) 1546 if (!dir)
1817 { 1547 {
1818 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!");
1819 return 0; 1549 return 0;
1820 } 1550 }
1821 if (op->type == PLAYER) 1551
1822 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1823 else 1554 else
1824 { 1555 {
1825 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1826 /* 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
1827 * 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.
1832 if (!bow) 1563 if (!bow)
1833 { 1564 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1566 return 0;
1836 } 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
1837 } 1576 }
1577
1838 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1839 { 1579 {
1840 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);
1841 return 0; 1581 return 0;
1842 } 1582 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1583
1852 if (arrow == NULL) 1584 if (arrow == NULL)
1853 { 1585 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1587 {
1856 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1857 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);
1858 /* 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 */
1859 else 1591 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1861 return 0; 1594 return 0;
1862 } 1595 }
1863 } 1596 }
1597
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1600 return 0;
1868 } 1601
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1603 {
1871 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.");
1872 return 0; 1605 return 0;
1873 } 1606 }
1874 1607
1875 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1877 { 1610 {
1878 remove_ob (arrow); 1611 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1612 return 0;
1881 } 1613 }
1882 1614
1883 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1617 if (!arrow)
1886 { 1618 {
1887 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);
1888 return 0; 1620 return 0;
1889 } 1621 }
1890 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1625 arrow->direction = dir;
1894 arrow->x = sx; 1626
1895 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;
1896 1659
1897 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1898 { 1661 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1932 } 1669 }
1933 else 1670 else
1934 { 1671 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1672 arrow->level = op->level;
1937 } 1673 arrow->stats.wc -= bow->magic;
1938 1674
1939 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1940 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1941 1680
1942 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1683
1945 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1687
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1950 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1951 1690
1952 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1692 move_arrow (arrow);
1954 1693
1955 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1975{ 1714{
1976 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1977 1716
1978 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1979 { 1718 {
1980 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);
1981 } 1720 }
1982 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)
1983 { 1722 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1724 wcmod = -1;
1725
1986 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);
1987 } 1727 }
1988 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1989 { 1729 {
1990 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);
1994 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1735 {
1996 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);
1997 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);
1998 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);
1999
2000 } 1739 }
2001 else 1740 else
2002 { 1741 {
2003 /* Simple case */ 1742 /* Simple case */
2004 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);
2005 } 1744 }
1745
2006 return ret; 1746 return ret;
2007} 1747}
2008
2009 1748
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2012 */ 1751 */
2013void 1752void
2014fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2015{ 1754{
2016 object *item; 1755 object *item = op->contr->ranged_ob;
2017 1756
2018 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2019 { 1758 {
2020 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.");
2021 return; 1760 return;
2022 } 1761 }
2023 1762
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1763 if (!item->inv)
2026 { 1764 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1766 return;
2029 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2030 if (item->type == WAND) 1772 if (item->type == WAND)
2031 { 1773 {
2032 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2033 { 1775 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2035 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
2036 return; 1779 return;
2037 } 1780 }
2038 } 1781 }
2039 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2040 { 1783 {
2041 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))
2042 { 1785 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2044 if (item->type == ROD) 1788 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1790 else
2047 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
2048 return; 1793 return;
2049 } 1794 }
2050 } 1795 }
2051 1796
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2059 object *tmp; 1804 object *tmp;
2060 1805
2061 if (item->arch) 1806 if (item->arch)
2062 { 1807 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2065 item->speed = 0; 1810 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1811 }
1812
2068 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1815 }
2071 } 1816 }
2072 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1818 drain_rod_charge (item);
2075 }
2076 } 1819 }
2077} 1820}
2078 1821
2079/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2080 */ 1823 */
2081void 1824bool
2082fire (object *op, int dir) 1825fire (object *op, int dir)
2083{ 1826{
2084 int spellcost = 0; 1827 int spellcost = 0;
2085 1828
2086 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2088 make_visible (op); 1831 make_visible (op);
2089 1832
2090 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;
2091 { 1839 }
2092 case range_none:
2093 return;
2094 1840
2095 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:
2096 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2097 return; 1858 break;
2098 1859
2099 case range_magic: /* Casting spells */ 1860 case SPELL:
2100 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);
2101 return; 1862 break;
2102 1863
2103 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:
2104 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2105 return; 1874 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1875 }
2133}
2134 1876
2135 1877 return true;
1878}
2136 1879
2137/* find_key 1880/* find_key
2138 * 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
2139 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1885 * pl is the player,
2143 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2146 */ 1889 */
2147
2148object * 1890object *
2149find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2150{ 1892{
2151 object *tmp, *key; 1893 object *tmp, *key;
2152 1894
2153 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1896 if (!container->inv)
2155 return NULL; 1897 return 0;
2156 1898
2157 /* 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 */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1901 {
2160 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1903 break;
2162 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2164 */ 1906 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1908 break;
2167 } 1909 }
1910
2168 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2169 /* 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.
2170 * 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
2171 * a key, return 1914 * a key, return
2172 */ 1915 */
2173 if (!tmp) 1916 if (!tmp)
2174 { 1917 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1919 {
2177 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1922 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2181 return key; 1924 return key;
2182 } 1925 }
2183 } 1926 }
1927
2184 if (!tmp) 1928 if (!tmp)
2185 return NULL; 1929 return NULL;
2186 } 1930 }
1931
2187 /* 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,
2188 * see if we actually want to use it 1933 * see if we actually want to use it
2189 */ 1934 */
2190 if (pl != container) 1935 if (pl != container)
2191 { 1936 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1959 return NULL;
2215 } 1960 }
2216 } 1961 }
1962
2217 return tmp; 1963 return tmp;
2218} 1964}
2219 1965
2220/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1969 * 0 otherwise
2224 */ 1970 */
2225static int 1971static int
2226player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2227{ 1973{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2232 */ 1977 */
2233 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2234 1979
2235 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2236 if (key) 1981 if (key)
2237 { 1982 {
2238 object *container = key->env; 1983 object *container = key->env;
2239 1984
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2242 make_visible (op); 1986 make_visible (op);
1987
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2245 if (door->type == DOOR) 1991 if (door->type == DOOR)
2246 {
2247 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 */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2250 { 1994 {
2251 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));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1997 }
1998
2254 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2257 if (container != op) 2002 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2259 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2260 } 2006 }
2261 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2262 { 2008 {
2263 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2011 return 1;
2266 } 2012 }
2013
2267 return 0; 2014 return 0;
2268} 2015}
2269 2016
2270/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2275 */ 2022 */
2276 2023bool
2277void
2278move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2279{ 2025{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2026 int on_battleground;
2283 maptile *m;
2284 2027
2285 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2287 2030
2288 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 }
2289 2041
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2294 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2295 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2296 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 2049 * move_ob uses.
2298 */ 2050 */
2299 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);
2300 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309 2052
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2056 * on the space
2321 */ 2057 */
2322 while (tmp != NULL) 2058 object *mon;
2323 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2060 {
2325 { 2061 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2327 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2064 && mon != op)
2333 break; 2065 break;
2334 } 2066 }
2335 2067
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2069 return false; /* into a wall */
2344 2070
2345 if (mon->head != NULL)
2346 mon = mon->head; 2071 mon = mon->head_ ();
2347 2072
2348 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)
2349 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2350 return; 2078 return true;
2079 }
2351 2080
2352 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2086 * and thus will not push them.
2358 */ 2087 */
2359 2088
2360 /* 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
2361 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2363 */ 2092 */
2364 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2365#if COZY_SERVER 2094 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2096 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2098 {
2374 /* 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 */
2375 if (op->contr->braced) 2100 if (op->contr->braced)
2376 return; 2101 return false;
2377 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"));
2378 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2379 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2111 make_visible (op);
2112
2381 return; 2113 return true;
2382 } 2114 }
2115 else
2116 return false;
2117 }
2383 2118
2384 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2386 * 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
2387 * attack them either. 2122 * attack them either.
2388 */ 2123 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2390 (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))
2391#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2392 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2128 && !on_battleground))
2394 && mon->contr-> 2129 {
2395 peaceful)) && 2130 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2131 {
2132 --op->speed_left;
2133
2401 if (!op->contr->braced) 2134 if (!op->contr->braced)
2402 { 2135 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2404 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2405 } 2138 }
2406 else 2139 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2141
2410 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2143 make_visible (op);
2412 }
2413 2144
2145 return true;
2146 }
2147 }
2414 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2416 */ 2150 */
2417 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)
2418 { 2154 {
2155 --op->speed_left;
2156
2419 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2421 make_visible (op); 2159 make_visible (op);
2422 }
2423 2160
2161 return true;
2162 }
2163 }
2424 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2425 * 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
2426 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2169 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2172 {
2434 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2174 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2443 2176
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2448 2178
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2463 make_visible (op); 2180 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2181
2468int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2469move_player (object *op, int dir) 2190move_player (object *op, int dir)
2470{ 2191{
2471 int pick; 2192 int pick;
2472 2193
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2195 return 0;
2475 2196
2476 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2478 { 2199 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2201 return 0;
2481 } 2202 }
2482 2203
2483 /* peterm: added following line */ 2204 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2207
2487 op->facing = dir; 2208 op->facing = dir;
2488 2209
2489 if (op->hide) 2210 if (op->hide)
2490 do_hidden_move (op); 2211 do_hidden_move (op);
2491 2212
2213 bool retval;
2214
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2216 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2495 fire (op, dir); 2218 retval = fire (op, dir);
2496 else 2219 else
2497 { 2220 {
2498 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2222 pick = check_pick (op);
2500 } 2223 }
2501 2224
2502 /* 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
2503 * server can handle repeat firing. 2226 * server can handle repeat firing.
2504 */ 2227 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2229 op->direction = dir;
2508 }
2509 else 2230 else
2510 {
2511 op->direction = 0; 2231 op->direction = 0;
2512 } 2232
2513 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2235 * for players.
2516 */ 2236 */
2517 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2518 return 0; 2238
2239 return retval;
2519} 2240}
2520 2241
2521/* 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
2522 * new client/server stuff. 2243 * new client/server stuff.
2523 * 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
2524 * the new speed values for commands. 2245 * the new speed values for commands.
2525 * 2246 *
2526 * 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.
2527 */ 2250 */
2528int 2251bool
2529handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2530{ 2253{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2255 {
2553 flee_player (op); 2256 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2257 {
2557 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2558 return 0; 2261 return true;
2559 } 2262 }
2263 else
2264 return false;
2560 } 2265 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2266
2570 /* 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
2571 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2269 * called, so we recheck it here.
2573 */ 2270 */
2574 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2272 return true;
2577 2273
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2276
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2277 return false;
2594} 2278}
2595 2279
2596int 2280int
2597save_life (object *op) 2281save_life (object *op)
2598{ 2282{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2284 return 0;
2603 2285
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2288 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2608 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
2609 if (op->contr) 2292 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2294
2612 free_object (tmp); 2295 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2614 if (op->stats.hp < 0) 2298 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2300
2616 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2617 op->stats.food = 999; 2302 op->stats.food = 999;
2618 fix_player (op); 2303
2304 op->update_stats ();
2619 return 1; 2305 return 1;
2620 } 2306 }
2307
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2311 return 0;
2625} 2312}
2627/* 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
2628 * 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
2629 * 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
2630 * from. 2317 * from.
2631 */ 2318 */
2632void 2319static void
2633remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2634{ 2321{
2635 object *next;
2636
2637 while (op) 2322 while (op)
2638 { 2323 {
2639 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' */
2640 * we remove object 'op' 2325
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2327 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2650 } 2332 }
2651 else if (op->inv) 2333 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2653 op = next; 2336 op = next;
2654 } 2337 }
2655} 2338}
2656 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2657 2346
2658/* 2347/*
2659 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2364 else
2676 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2368 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2680 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);
2681 else 2371 else
2682 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
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2375 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2686 { 2377 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2380 strcat (buf2, buf);
2690 } 2381 }
2382
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2694 return buf2; 2387 return buf2;
2695} 2388}
2696
2697
2698 2389
2699void 2390void
2700do_some_living (object *op) 2391do_some_living (object *op)
2701{ 2392{
2702 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2399 int rate_grace = 2000;
2709 const int max_hp = 1; 2400 const int max_hp = 1;
2710 const int max_sp = 1; 2401 const int max_sp = 1;
2711 const int max_grace = 1; 2402 const int max_grace = 1;
2712 2403
2713 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 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 }
2719 2422
2720 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2721 { 2424 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2429 else
2728 { 2430 {
2729 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2433 }
2434
2732 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2437 else
2735 { 2438 {
2736 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2441 }
2442
2739 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2445 else
2742 { 2446 {
2743 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2449 }
2746 2450
2747 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2453 {
2750 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);
2751 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2752 { 2456 {
2753 op->stats.sp++; 2457 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2760 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))
2761 op->stats.food = last_food; 2465 op->stats.food = last_food;
2762 } 2466 }
2763 } 2467 }
2468
2764 if (max_sp > 1) 2469 if (max_sp > 1)
2765 { 2470 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2472 if (over_sp > 0)
2768 { 2473 {
2769 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2770 { 2475 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2772 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))
2773 op->stats.sp--; 2479 op->stats.sp--;
2480
2774 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2776 } 2483 }
2777 op->last_sp = 0; 2484 op->last_sp = 0;
2778 } 2485 }
2779 else 2486 else
2780 {
2781 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);
2782 }
2783 } 2488 }
2784 else 2489 else
2785 {
2786 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);
2787 }
2788 } 2491 }
2789 2492
2790 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2793 { 2496 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2796 if (max_grace > 1) 2500 if (max_grace > 1)
2797 { 2501 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2503 if (over_grace > 0)
2800 { 2504 {
2828 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2534 op->stats.food = last_food;
2831 } 2535 }
2832 } 2536 }
2537
2833 if (max_hp > 1) 2538 if (max_hp > 1)
2834 { 2539 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2541 if (over_hp > 0)
2837 { 2542 {
2850 } 2555 }
2851 2556
2852 /* Digestion */ 2557 /* Digestion */
2853 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2854 { 2559 {
2855#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2562
2862 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2564
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866 /* dms do not consume food */ 2565 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2567 op->stats.food--;
2869 } 2568 }
2870 }
2871 2569
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2571 {
2874 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2875 2573
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2575 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2882 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.");
2883 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2583 break;
2886 } 2584 }
2887 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2888 flesh = tmp; 2586 flesh = tmp;
2889 } /* End if paid for object */ 2587 } /* End if paid for object */
2890 } /* end of for loop */ 2588 } /* end of for loop */
2589
2891 /* 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
2892 * eat flesh instead. 2591 * eat flesh instead.
2893 */ 2592 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2594 {
2896 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.");
2897 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2898 } 2597 }
2899 } /* end if player is starving */ 2598 }
2900 2599
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2903 2602
2904 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))
2905 kill_player (op); 2604 kill_player (op);
2605 }
2906} 2606}
2907
2908
2909 2607
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2611 * file.
2931 object *tmp; 2629 object *tmp;
2932 2630
2933 if (save_life (op)) 2631 if (save_life (op))
2934 return; 2632 return;
2935 2633
2936
2937 /* 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
2938 * 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.
2939 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2940 */ 2637 */
2941 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2943 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!");
2944 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...");
2945 2642
2946 /* restore player */ 2643 /* restore player */
2947 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2646 {
2951 remove_ob (tmp); 2647 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2649 }
2955 2650
2956 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2653 {
2960 remove_ob (tmp); 2654 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2656 }
2964 2657
2965 cure_disease (op, 0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2661 op->stats.food = 999;
2969 2662
2970 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2665 {
2974 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2667 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2671 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2675 }
2985 2676
2986 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2679 op->contr->braced = 0;
2993 2684
2994 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2995 2686
2996 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2997 { 2688 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3007 } 2691 }
3008 else 2692 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3018 } 2694
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3020 2696
3021 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3022 x = op->x; 2698 x = op->x;
3023 y = op->y; 2699 y = op->y;
3024 map = op->map; 2700 map = op->map;
3025 2701
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2705 */
3033 2706
3034 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2709 * of death.
3037 */ 2710 */
3038#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3040 { 2713 {
3041 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2716 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2719 little bit harder. */
3047 /* GD */ 2720 /* GD */
3048 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2722 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2723 else
3054 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3055 num_stats_lose = 1; 2727 num_stats_lose = 1;
3056 } 2728
3057 lost_a_stat = 0; 2729 lost_a_stat = 0;
3058 2730
3059 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3060 { 2732 {
3061 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3062 2734
3063 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)
3064 { 2755 {
3065 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3066 * what he lost. 2757 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2758 }
3075 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3076 { 2761 {
3077 /* deplete a stat */ 2762 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3079 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3080 2765 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2766 {
3084 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3086 } 2769
3087 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 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)
3094 { 2776 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2777 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2779 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2780 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2781 else
3129 if (this_stat >= -50)
3130 { 2782 {
3131 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 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"); */
3136 } 2788 }
3137 } 2789 }
3138 } 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 }
3139 } 2809 }
2810 }
2811 }
3140 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2813 if (!lost_a_stat)
3142 { 2814 {
3143 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3146 2818
3147 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2821 else
3150 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.");
3151 } 2823 }
3152#else 2824#else
3153 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.");
3154#endif 2826#endif
3155 2827
3156 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2829 * exp loss on the stone.
3158 */ 2830 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2833 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3165 tmp->msg = buf; 2837 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2840
3169 /**************************************/ 2841 /**************************************/
3170 /* */ 2842 /* */
3171 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3174 /* */ 2846 /* */
3175 /**************************************/ 2847 /**************************************/
3176 2848
3177 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2850 /* restore player */
3179 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
2853
3181 if (tmp) 2854 if (tmp)
3182 { 2855 {
3183 remove_ob (tmp); 2856 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2858 }
3187 2859
3188 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2862 if (tmp)
3191 { 2863 {
3192 remove_ob (tmp); 2864 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2866 }
3196 2867
3197 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3198 2869
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3202 op->stats.food = 900; 2873 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2877
3207 /* 2878 /*
3208 * 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
3209 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3210 * in the map. 2881 */
3211 */ 2882 op->drop_unpaid_items ();
3212 2883
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/ 2884 /****************************************/
3217 /* */ 2885 /* */
3218 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3220 /* */ 2888 /* */
3221 /****************************************/ 2889 /****************************************/
3222 2890
3223 enter_player_savebed (op); 2891 enter_player_savebed (op);
3224 2892
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2893 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2894
3231 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2898 * on the space that might harm the player.
3235 */ 2899 */
3236 will_kill_again = 0; 2900 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3240 2904
3241 if (will_kill_again) 2905 if (will_kill_again)
3242 { 2906 {
3243 object *force; 2907 object *force;
3244 int at; 2908 int at;
3245 2909
3246 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2912 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2917 force->resist[at] = 100;
3254 2918
3255 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3256 fix_player (op); 2920 op->update_stats ();
3257 2921
3258 } 2922 }
3259 2923
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2925}
3330
3331 2926
3332void 2927void
3333loot_object (object *op) 2928loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3336 2931
3337 if (op->container) 2932 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2933
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3343 { 2935 {
3344 next = tmp->below; 2936 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3346 continue; 2939 continue;
3347 remove_ob (tmp); 2940
2941 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3349 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2946
3352 }
3353 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))))
3354 { 2948 {
3355 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3356 { 2950 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2952 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2954 }
3361 else 2955 else
3362 free_object (tmp); 2956 tmp->destroy ();
3363 } 2957 }
3364 else 2958 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2960 }
3367} 2961}
3369/* 2963/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3371 * 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
3372 * was changed. 2966 * was changed.
3373 */ 2967 */
3374
3375void 2968void
3376fix_weight (void) 2969fix_weight (void)
3377{ 2970{
3378 player *pl; 2971 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2972 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2974
3384 if (old == sum) 2975 if (old == sum)
3385 continue; 2976 continue;
3386 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3387 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);
3388 } 2979 }
3389} 2980}
3390 2981
3391void 2982void
3392fix_luck (void) 2983fix_luck (void)
3393{ 2984{
3394 player *pl; 2985 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3399} 2988}
3400
3401 2989
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3405 */ 2993 */
3406
3407void 2994void
3408cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3409{ 2996{
3410 object *skop, *spob; 2997 object *skop, *spob;
3411 2998
3432 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3433 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);
3434 3021
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3023
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3025}
3441 3026
3442void 3027void
3443make_visible (object *op) 3028make_visible (object *op)
3444{ 3029{
3447 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3448 { 3033 {
3449 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3451 } 3036 }
3037
3452 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3453} 3039}
3454 3040
3455int 3041int
3456is_true_undead (object *op) 3042is_true_undead (object *op)
3457{ 3043{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 3045 return 1;
3462 3046
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3047 return 0;
3469} 3048}
3470 3049
3471/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3097 */
3519
3520void 3098void
3521do_hidden_move (object *op) 3099do_hidden_move (object *op)
3522{ 3100{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3102 object *skop;
3528 3106
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3108
3531 /* 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! */
3532 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3535 { 3112 {
3536 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!");
3537 make_visible (op); 3114 make_visible (op);
3538 return; 3115 return;
3539 } 3116 }
3540 else 3117 else
3541 num += 20; 3118 num += 20;
3542 } 3119
3543 num += op->map->difficulty; 3120 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3122 num -= hide;
3123
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3125 {
3548 make_visible (op); 3126 make_visible (op);
3549 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3550 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!");
3551 } 3129 }
3552 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3553 {
3554 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);
3555 }
3556} 3132}
3557 3133
3558/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3559 3135
3560int 3136int
3587 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3588 continue; 3164 continue;
3589 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)))
3590 continue; 3166 continue;
3591 3167
3592 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)
3593 { 3169 {
3594 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))
3595 return 1; 3171 return 1;
3596 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3597 { 3173 {
3627 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3628 { 3204 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3206 return -1;
3631 } 3207 }
3208
3632 if (!pl || !op) 3209 if (!pl || !op)
3633 return 0; 3210 return 0;
3634 3211
3635 if (op->head)
3636 {
3637 op = op->head; 3212 op = op->head_ ();
3638 } 3213
3639 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3640 3215
3641 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3217 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3644 * a blocked los square. 3219 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3646 */ 3221 */
3647 while (op) 3222 while (op)
3648 { 3223 {
3649 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3651 3226
3652 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3653 * 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
3654 * for any meaningful values. 3229 * for any meaningful values.
3655 */ 3230 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !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)])
3659 return 1; 3234 return 1;
3660 op = op->more; 3235 op = op->more;
3661 } 3236 }
3662 return 0; 3237 return 0;
3663} 3238}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3336 int i = 0, j = 0;
3762 3337
3763 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3772 3347
3773 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3774 return; 3349 return;
3775 3350
3776 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++);
3777 3352
3778 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3779 { 3354 {
3780 /* 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]); */
3781 return; 3356 return;
3782 } 3357 }
3783 3358
3784 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3360 item = tr->item;
3786 3361
3787 if (item->type == SPELL) 3362 if (item->type == SPELL)
3788 { 3363 {
3789 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3790 return; 3365 return;
3849 { 3424 {
3850 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3426 object *skin;
3852 3427
3853 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3854 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
3855 if (skin == NULL) 3432 if (!skin)
3856 return; 3433 return;
3857 3434
3858 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3437 {
3905 * not readied. 3482 * not readied.
3906 */ 3483 */
3907void 3484void
3908player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3909{ 3486{
3910 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3911 3489
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3913 { 3491 pl->combat_ob = 0;
3492
3914 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3915 { 3494 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines