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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 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;
710 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
711 link_player_skills (pl); 751 link_player_skills (pl);
712} 752}
713 753
714void 754void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
799{ 756{
800 if (party == NULL) 757 if (party == NULL)
801 { 758 {
802 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);
803 return; 760 return;
804 } 761 }
762
805 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
808 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:");
809} 767}
810
811 768
812/* 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. */
813int 770static int
814roll_stat (void) 771roll_stat (void)
815{ 772{
816 int a[4], i, j, k; 773 int a[4], i, j, k;
817 774
818 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
820 777
821 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 779 if (a[i] < k)
823 k = a[i], j = i; 780 k = a[i], j = i;
824 781
825 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 783 if (i != j)
828 k += a[i]; 784 k += a[i];
829 } 785
830 return k; 786 return k;
831} 787}
832 788
833void 789void
834roll_stats (object *op) 790object::roll_stats ()
835{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
836 int sum = 0; 796 int sum = 0;
837 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
839 799
840 do 800 if (sum >= 82 && sum <= 116)
801 break;
841 { 802 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 803
853 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 806
862 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
863 do 808 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 809
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 810 stats.exp = 0;
898 op->stats.ac = 0; 811 stats.ac = 0;
899 812
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
909} 825}
910 826
911void 827void
912Roll_Again (object *op) 828object::swap_stats (int a, int b)
913{ 829{
914 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 831
919void 832 for (int i = 0; i < NUM_STATS; ++i)
920Swap_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)
921{ 859{
922 signed char tmp;
923 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
924 861
925 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 866}
1040 867
1041/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1045 * not the class. 872 * not the class.
1046 */ 873 */
1047 874void
1048int 875player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 876{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1067 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1069 886
1070 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1071 888
1072 if (op->msg) 889 if (ob->msg)
1073 op->msg = NULL; 890 ob->msg = 0;
1074 891
1075 /* 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
1076 * to save here. 893 * to save here.
1077 */ 894 */
895 {
896 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1080 900
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 901 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 904 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1089 fix_player (op); 906 ob->update_stats ();
1090 907
1091 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1092 * is one for this race 909 * is one for this race
1093 */ 910 */
1094 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1095 { 912 {
1096 object *tmp; 913 object *tmp;
1097 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1098 915
1099 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);
1100 tmp = object::create (); 917 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1104 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;
1105 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1106 * default initial map */ 923 * default initial map */
1107 tmp->destroy (); 924 tmp->destroy ();
1108 } 925 }
1109 else 926 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 928}
1113 return 0;
1114 }
1115 929
930void
931player::chargen_race_next ()
932{
1116 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1118 */ 935 */
1119 936
1120 tmp_loop = 0; 937 do
1121 while (!tmp_loop)
1122 { 938 {
1123 shstr name = op->name; 939 shstr name = ob->name;
1124 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1125 941
1126 remove_statbonus (op); 942 ob->remove_statbonus ();
1127 op->remove (); 943 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1130 op->instantiate (); 946 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1133 op->x = x; 949 ob->x = x;
1134 op->y = y; 950 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 954 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 955 }
956 while (!allowed_class (ob));
1141 957
1142 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 960 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 963 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 964}
1204 965
1205void 966void
1206flee_player (object *op) 967flee_player (object *op)
1207{ 968{
1237 { 998 {
1238 op->enemy = NULL; 999 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1001 return;
1241 } 1002 }
1003
1242 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1243 1005
1244 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1246 { 1008 {
1247 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1248 1010
1249 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)))
1250 {
1251 return; 1012 return;
1252 }
1253 } 1013 }
1014
1254 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1017 op->enemy = NULL;
1257} 1018}
1258 1019
1259
1260/* 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.
1261 * 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
1262 * stop. 1022 * stop.
1263 */ 1023 */
1264int 1024int
1265check_pick (object *op) 1025check_pick (object *op)
1266{ 1026{
1267 object *tmp, *next; 1027 object *tmp, *next;
1268 int stop = 0; 1028 int stop = 0;
1269 int j, k, wvratio; 1029 int wvratio;
1270 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1271 1031
1272 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1274 return 1; 1034 return 1;
1275 1035
1343 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &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))));
1346 else 1106 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &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
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1111 }
1112
1380 /* philosophy: 1113 /* philosophy:
1381 * 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
1382 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1384 * 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
1385 * example. 1118 * example.
1386 * 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
1387 * 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
1388 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1455 pick_up (op, tmp); 1188 pick_up (op, tmp);
1456 continue; 1189 continue;
1457 } 1190 }
1458 1191
1459 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1460 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1461 { 1194 {
1462 pick_up (op, tmp); 1195 pick_up (op, tmp);
1463 continue; 1196 continue;
1464 } 1197 }
1465 1198
1573 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1575 { 1308 {
1576 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1577 { 1310 {
1578 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 &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1580 { 1313 {
1581 pick_up (op, tmp); 1314 pick_up (op, tmp);
1582 continue; 1315 continue;
1583 } 1316 }
1584 } 1317 }
1585 1318
1586 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1587 { 1320 {
1588 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)
1589 { 1322 {
1590 pick_up (op, tmp); 1323 pick_up (op, tmp);
1591 continue; 1324 continue;
1592 } 1325 }
1593 } 1326 }
1618 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1619 { 1352 {
1620 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1621 } 1354 }
1622 else 1355 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1625 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))));
1626#endif 1359#endif
1627 continue; 1360 continue;
1628 } 1361 }
1639 * found object is returned. 1372 * found object is returned.
1640 */ 1373 */
1641object * 1374object *
1642find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1643{ 1376{
1644 object *tmp = NULL; 1377 object *tmp = 0;
1645 1378
1646 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1647 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))
1648 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1650 return op; 1383 return op;
1384
1651 return tmp; 1385 return tmp;
1652} 1386}
1653 1387
1654/* 1388/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1393 */
1660
1661object * 1394object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1396{
1664 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1698 else 1431 else
1699 { 1432 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1434 {
1702 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 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)
1705 { 1438 {
1706 tmp = arrow; 1439 tmp = arrow;
1707 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;
1708 } 1441 }
1709 } 1442 }
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1444 {
1712 tmp = arrow; 1445 tmp = arrow;
1731 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1465 * op = the shooter
1733 * type = bow->race 1466 * type = bow->race
1734 * dir = fire direction 1467 * dir = fire direction
1735 */ 1468 */
1736
1737object * 1469object *
1738pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1739{ 1471{
1740 object *tmp = NULL; 1472 object *tmp = NULL;
1741 maptile *m; 1473 maptile *m;
1806 */ 1538 */
1807int 1539int
1808fire_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)
1809{ 1541{
1810 object *left, *bow; 1542 object *left, *bow;
1811 int bowspeed, mflags; 1543 int mflags;
1812 maptile *m; 1544 maptile *m;
1813 1545
1814 if (!dir) 1546 if (!dir)
1815 { 1547 {
1816 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!");
1817 return 0; 1549 return 0;
1818 } 1550 }
1819 if (op->type == PLAYER) 1551
1820 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1821 else 1554 else
1822 { 1555 {
1823 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1824 /* 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
1825 * 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.
1830 if (!bow) 1563 if (!bow)
1831 { 1564 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1566 return 0;
1834 } 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
1835 } 1576 }
1577
1836 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1837 { 1579 {
1838 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);
1839 return 0; 1581 return 0;
1840 } 1582 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1583
1850 if (arrow == NULL) 1584 if (arrow == NULL)
1851 { 1585 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1587 {
1854 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1855 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);
1856 /* 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 */
1857 else 1591 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1859 return 0; 1594 return 0;
1860 } 1595 }
1861 } 1596 }
1597
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1600 return 0;
1866 } 1601
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1603 {
1869 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.");
1870 return 0; 1605 return 0;
1871 } 1606 }
1877 return 0; 1612 return 0;
1878 } 1613 }
1879 1614
1880 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1617 if (!arrow)
1883 { 1618 {
1884 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);
1885 return 0; 1620 return 0;
1886 } 1621 }
1622
1887 arrow->set_owner (op); 1623 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1625 arrow->direction = dir;
1891 arrow->x = sx; 1626
1892 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;
1893 1659
1894 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1895 { 1661 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 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;
1929 } 1669 }
1930 else 1670 else
1931 { 1671 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1672 arrow->level = op->level;
1934 } 1673 arrow->stats.wc -= bow->magic;
1935 1674
1936 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1937 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1938 1680
1939 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1683
1942 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1687
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1947 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1948 1690
1949 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1692 move_arrow (arrow);
1951 1693
1952 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1972{ 1714{
1973 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1974 1716
1975 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1976 { 1718 {
1977 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);
1978 } 1720 }
1979 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)
1980 { 1722 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1724 wcmod = -1;
1725
1983 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);
1984 } 1727 }
1985 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1986 { 1729 {
1987 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);
1991 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1735 {
1993 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);
1994 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);
1995 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);
1996
1997 } 1739 }
1998 else 1740 else
1999 { 1741 {
2000 /* Simple case */ 1742 /* Simple case */
2001 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);
2002 } 1744 }
1745
2003 return ret; 1746 return ret;
2004} 1747}
2005
2006 1748
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2009 */ 1751 */
2010void 1752void
2011fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2012{ 1754{
2013 object *item; 1755 object *item = op->contr->ranged_ob;
2014 1756
2015 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2016 { 1758 {
2017 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.");
2018 return; 1760 return;
2019 } 1761 }
2020 1762
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1763 if (!item->inv)
2023 { 1764 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1766 return;
2026 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2027 if (item->type == WAND) 1772 if (item->type == WAND)
2028 { 1773 {
2029 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2030 { 1775 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2032 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
2033 return; 1779 return;
2034 } 1780 }
2035 } 1781 }
2036 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2037 { 1783 {
2038 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))
2039 { 1785 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2041 if (item->type == ROD) 1788 if (item->type == ROD)
2042 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));
2043 else 1790 else
2044 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
2045 return; 1793 return;
2046 } 1794 }
2047 } 1795 }
2048 1796
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2056 object *tmp; 1804 object *tmp;
2057 1805
2058 if (item->arch) 1806 if (item->arch)
2059 { 1807 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2062 item->speed = 0; 1810 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1811 }
1812
2065 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1815 }
2068 } 1816 }
2069 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1818 drain_rod_charge (item);
2072 }
2073 } 1819 }
2074} 1820}
2075 1821
2076/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2077 */ 1823 */
2078void 1824bool
2079fire (object *op, int dir) 1825fire (object *op, int dir)
2080{ 1826{
2081 int spellcost = 0; 1827 int spellcost = 0;
2082 1828
2083 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2085 make_visible (op); 1831 make_visible (op);
2086 1832
2087 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;
2088 { 1839 }
2089 case range_none:
2090 return;
2091 1840
2092 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:
2093 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2094 return; 1858 break;
2095 1859
2096 case range_magic: /* Casting spells */ 1860 case SPELL:
2097 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);
2098 return; 1862 break;
2099 1863
2100 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:
2101 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2102 return; 1874 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1875 }
2130}
2131 1876
2132 1877 return true;
1878}
2133 1879
2134/* find_key 1880/* find_key
2135 * 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
2136 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1885 * pl is the player,
2140 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2143 */ 1889 */
2144
2145object * 1890object *
2146find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2147{ 1892{
2148 object *tmp, *key; 1893 object *tmp, *key;
2149 1894
2150 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1896 if (!container->inv)
2152 return NULL; 1897 return 0;
2153 1898
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1901 {
2157 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1903 break;
2159 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2161 */ 1906 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1908 break;
2164 } 1909 }
1910
2165 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1914 * a key, return
2169 */ 1915 */
2170 if (!tmp) 1916 if (!tmp)
2171 { 1917 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1919 {
2174 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1922 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2178 return key; 1924 return key;
2179 } 1925 }
2180 } 1926 }
1927
2181 if (!tmp) 1928 if (!tmp)
2182 return NULL; 1929 return NULL;
2183 } 1930 }
1931
2184 /* 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,
2185 * see if we actually want to use it 1933 * see if we actually want to use it
2186 */ 1934 */
2187 if (pl != container) 1935 if (pl != container)
2188 { 1936 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "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));
2211 return NULL; 1959 return NULL;
2212 } 1960 }
2213 } 1961 }
1962
2214 return tmp; 1963 return tmp;
2215} 1964}
2216 1965
2217/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1969 * 0 otherwise
2221 */ 1970 */
2222static int 1971static int
2223player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2224{ 1973{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2229 */ 1977 */
2230 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2231 1979
2232 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2233 if (key) 1981 if (key)
2234 { 1982 {
2235 object *container = key->env; 1983 object *container = key->env;
2236 1984
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2239 make_visible (op); 1986 make_visible (op);
1987
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2242 if (door->type == DOOR) 1991 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2247 { 1994 {
2248 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));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1997 }
1998
2251 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2254 if (container != op) 2002 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2256 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2257 } 2006 }
2258 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2259 { 2008 {
2260 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2011 return 1;
2263 } 2012 }
2013
2264 return 0; 2014 return 0;
2265} 2015}
2266 2016
2267/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2272 */ 2022 */
2273 2023bool
2274void
2275move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2276{ 2025{
2277 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2026 int on_battleground;
2280 maptile *m;
2281 2027
2282 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2284 2030
2285 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 }
2286 2041
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2291 * 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
2292 * 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
2293 * 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
2294 * move_ob uses. 2049 * move_ob uses.
2295 */ 2050 */
2296 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);
2297 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2300 m = get_map_from_coord (op->map, &nx, &ny);
2301 if (!m)
2302 return; /* Don't think this should happen */
2303 }
2304 else
2305 m = op->map;
2306 2052
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return;
2311 }
2312
2313 mon = NULL;
2314 /* 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
2315 * 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.
2316 * 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
2317 * on the space 2056 * on the space
2318 */ 2057 */
2319 while (tmp != NULL) 2058 object *mon;
2320 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2321 if (tmp == op) 2060 {
2322 { 2061 if ((mon->flag [FLAG_ALIVE]
2323 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2324 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp; 2064 && mon != op)
2330 break; 2065 break;
2331 } 2066 }
2332 2067
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2069 return false; /* into a wall */
2341 2070
2342 if (mon->head != NULL)
2343 mon = mon->head; 2071 mon = mon->head_ ();
2344 2072
2345 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)
2346 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2347 return; 2078 return true;
2079 }
2348 2080
2349 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them. 2086 * and thus will not push them.
2355 */ 2087 */
2356 2088
2357 /* 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
2358 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2360 */ 2092 */
2361 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2366#else
2367 && mon->owner == op 2096 || mon->owner == op)
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2098 {
2371 /* 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 */
2372 if (op->contr->braced) 2100 if (op->contr->braced)
2373 return; 2101 return false;
2374 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"));
2375 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2376 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2111 make_visible (op);
2112
2378 return; 2113 return true;
2379 } 2114 }
2115 else
2116 return false;
2117 }
2380 2118
2381 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2383 * 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
2384 * attack them either. 2122 * attack them either.
2385 */ 2123 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2387 (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))
2388#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2389 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2128 && !on_battleground))
2391 && mon->contr-> 2129 {
2392 peaceful)) && 2130 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2131 {
2132 --op->speed_left;
2133
2398 if (!op->contr->braced) 2134 if (!op->contr->braced)
2399 { 2135 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2401 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2402 } 2138 }
2403 else 2139 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2141
2407 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2143 make_visible (op);
2409 }
2410 2144
2145 return true;
2146 }
2147 }
2411 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2412 * 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.
2413 */ 2150 */
2414 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)
2415 { 2154 {
2155 --op->speed_left;
2156
2416 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2418 make_visible (op); 2159 make_visible (op);
2419 }
2420 2160
2161 return true;
2162 }
2163 }
2421 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2422 * 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
2423 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2424 * 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
2425 * 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.
2426 */ 2169 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((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)))
2430 { 2172 {
2431 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2174 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2440 2176
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2445 2178
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2460 make_visible (op); 2180 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2181
2465int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2466move_player (object *op, int dir) 2190move_player (object *op, int dir)
2467{ 2191{
2468 int pick; 2192 int pick;
2469 2193
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2195 return 0;
2472 2196
2473 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2475 { 2199 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2201 return 0;
2478 } 2202 }
2479 2203
2480 /* peterm: added following line */ 2204 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2207
2484 op->facing = dir; 2208 op->facing = dir;
2485 2209
2486 if (op->hide) 2210 if (op->hide)
2487 do_hidden_move (op); 2211 do_hidden_move (op);
2488 2212
2213 bool retval;
2214
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2216 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2492 fire (op, dir); 2218 retval = fire (op, dir);
2493 else 2219 else
2494 { 2220 {
2495 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2222 pick = check_pick (op);
2497 } 2223 }
2498 2224
2499 /* 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
2500 * server can handle repeat firing. 2226 * server can handle repeat firing.
2501 */ 2227 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2229 op->direction = dir;
2505 }
2506 else 2230 else
2507 {
2508 op->direction = 0; 2231 op->direction = 0;
2509 } 2232
2510 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2235 * for players.
2513 */ 2236 */
2514 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2515 return 0; 2238
2239 return retval;
2516} 2240}
2517 2241
2518/* 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
2519 * new client/server stuff. 2243 * new client/server stuff.
2520 * 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
2521 * the new speed values for commands. 2245 * the new speed values for commands.
2522 * 2246 *
2523 * 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.
2524 */ 2250 */
2525int 2251bool
2526handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2527{ 2253{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2255 {
2550 flee_player (op); 2256 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2257 {
2554 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2555 return 0; 2261 return true;
2556 } 2262 }
2263 else
2264 return false;
2557 } 2265 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2266
2567 /* 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
2568 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2269 * called, so we recheck it here.
2570 */ 2270 */
2571 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2272 return true;
2574 2273
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2276
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2277 return false;
2591} 2278}
2592 2279
2593int 2280int
2594save_life (object *op) 2281save_life (object *op)
2595{ 2282{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2284 return 0;
2600 2285
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2288 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2605 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));
2606 2291
2607 if (op->contr) 2292 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2609 2294
2614 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2615 2300
2616 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2617 op->stats.food = 999; 2302 op->stats.food = 999;
2618 2303
2619 fix_player (op); 2304 op->update_stats ();
2620 return 1; 2305 return 1;
2621 } 2306 }
2307
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2311 return 0;
2626} 2312}
2628/* 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
2629 * 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
2630 * 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
2631 * from. 2317 * from.
2632 */ 2318 */
2633void 2319static void
2634remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2635{ 2321{
2636 object *next;
2637
2638 while (op) 2322 while (op)
2639 { 2323 {
2640 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' */
2641 * we remove object 'op' 2325
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2327 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2651 } 2332 }
2652 else if (op->inv) 2333 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2654 op = next; 2336 op = next;
2655 } 2337 }
2656} 2338}
2657 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2658 2346
2659/* 2347/*
2660 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2364 else
2677 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2368 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2681 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);
2682 else 2371 else
2683 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
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2375 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2687 { 2377 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2380 strcat (buf2, buf);
2691 } 2381 }
2382
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2695 return buf2; 2387 return buf2;
2696} 2388}
2697
2698
2699 2389
2700void 2390void
2701do_some_living (object *op) 2391do_some_living (object *op)
2702{ 2392{
2703 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2399 int rate_grace = 2000;
2710 const int max_hp = 1; 2400 const int max_hp = 1;
2711 const int max_sp = 1; 2401 const int max_sp = 1;
2712 const int max_grace = 1; 2402 const int max_grace = 1;
2713 2403
2714 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2422
2721 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2722 { 2424 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2429 else
2729 { 2430 {
2730 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2433 }
2434
2733 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2437 else
2736 { 2438 {
2737 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2441 }
2442
2740 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2445 else
2743 { 2446 {
2744 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2449 }
2747 2450
2748 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2453 {
2751 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);
2752 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2753 { 2456 {
2754 op->stats.sp++; 2457 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2761 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))
2762 op->stats.food = last_food; 2465 op->stats.food = last_food;
2763 } 2466 }
2764 } 2467 }
2468
2765 if (max_sp > 1) 2469 if (max_sp > 1)
2766 { 2470 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2472 if (over_sp > 0)
2769 { 2473 {
2770 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2771 { 2475 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2773 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))
2774 op->stats.sp--; 2479 op->stats.sp--;
2480
2775 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2777 } 2483 }
2778 op->last_sp = 0; 2484 op->last_sp = 0;
2779 } 2485 }
2780 else 2486 else
2781 {
2782 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);
2783 }
2784 } 2488 }
2785 else 2489 else
2786 {
2787 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);
2788 }
2789 } 2491 }
2790 2492
2791 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2794 { 2496 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2797 if (max_grace > 1) 2500 if (max_grace > 1)
2798 { 2501 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2503 if (over_grace > 0)
2801 { 2504 {
2829 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2534 op->stats.food = last_food;
2832 } 2535 }
2833 } 2536 }
2537
2834 if (max_hp > 1) 2538 if (max_hp > 1)
2835 { 2539 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2541 if (over_hp > 0)
2838 { 2542 {
2851 } 2555 }
2852 2556
2853 /* Digestion */ 2557 /* Digestion */
2854 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2855 { 2559 {
2856#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2562
2863 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2564
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867 /* dms do not consume food */ 2565 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2567 op->stats.food--;
2870 } 2568 }
2871 }
2872 2569
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2571 {
2875 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2876 2573
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2575 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2882 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2883 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.");
2884 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2583 break;
2887 } 2584 }
2888 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2889 flesh = tmp; 2586 flesh = tmp;
2890 } /* End if paid for object */ 2587 } /* End if paid for object */
2891 } /* end of for loop */ 2588 } /* end of for loop */
2589
2892 /* 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
2893 * eat flesh instead. 2591 * eat flesh instead.
2894 */ 2592 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2594 {
2897 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.");
2898 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2899 } 2597 }
2900 } /* end if player is starving */ 2598 }
2901 2599
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2904 2602
2905 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))
2906 kill_player (op); 2604 kill_player (op);
2605 }
2907} 2606}
2908
2909
2910 2607
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2611 * file.
2932 object *tmp; 2629 object *tmp;
2933 2630
2934 if (save_life (op)) 2631 if (save_life (op))
2935 return; 2632 return;
2936 2633
2937
2938 /* 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
2939 * 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.
2940 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2941 */ 2637 */
2942 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2944 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!");
2945 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...");
2946 2642
2947 /* restore player */ 2643 /* restore player */
2948 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2646 {
2952 tmp->destroy (); 2647 tmp->destroy ();
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 tmp->destroy (); 2654 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2656 }
2963 2657
2965 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2661 op->stats.food = 999;
2968 2662
2969 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2665 {
2973 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2667 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2976 " 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",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2671 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2675 }
2984 2676
2985 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2679 op->contr->braced = 0;
2992 2684
2993 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2994 2686
2995 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2996 { 2688 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3006 } 2691 }
3007 else 2692 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3017 } 2694
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3019 2696
3020 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3021 x = op->x; 2698 x = op->x;
3022 y = op->y; 2699 y = op->y;
3023 map = op->map; 2700 map = op->map;
3024 2701
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * 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.
3030 * 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.
3031 */ 2705 */
3032 2706
3033 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2709 * of death.
3036 */ 2710 */
3037#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3039 { 2713 {
3040 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3041 /* 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
3042 more if they do. */ 2716 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2719 little bit harder. */
3046 /* GD */ 2720 /* GD */
3047 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2722 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2723 else
3053 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3054 num_stats_lose = 1; 2727 num_stats_lose = 1;
3055 } 2728
3056 lost_a_stat = 0; 2729 lost_a_stat = 0;
3057 2730
3058 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3059 { 2732 {
3060 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3061 2734
3062 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)
3063 { 2755 {
3064 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3065 * what he lost. 2757 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2758 }
3074 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3075 { 2761 {
3076 /* deplete a stat */ 2762 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3078 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3079 2765 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2766 {
3083 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3085 } 2769
3086 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 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)
3093 { 2776 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2777 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2779 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2780 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2781 else
3128 if (this_stat >= -50)
3129 { 2782 {
3130 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 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"); */
3135 } 2788 }
3136 } 2789 }
3137 } 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 }
3138 } 2809 }
2810 }
2811 }
3139 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2813 if (!lost_a_stat)
3141 { 2814 {
3142 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3145 2818
3146 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3147 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);
3148 else 2821 else
3149 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.");
3150 } 2823 }
3151#else 2824#else
3152 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.");
3153#endif 2826#endif
3154 2827
3155 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2829 * exp loss on the stone.
3157 */ 2830 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2833 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3163 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);
3164 tmp->msg = buf; 2837 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2840
3168 /**************************************/ 2841 /**************************************/
3169 /* */ 2842 /* */
3170 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3173 /* */ 2846 /* */
3174 /**************************************/ 2847 /**************************************/
3175 2848
3176 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2850 /* restore player */
3178 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3180 2853
3181 if (tmp) 2854 if (tmp)
3182 { 2855 {
3183 tmp->destroy (); 2856 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2858 }
3186 2859
3187 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2862 if (tmp)
3190 { 2863 {
3191 tmp->destroy (); 2864 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2866 }
3194 2867
3195 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3196 2869
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3200 op->stats.food = 900; 2873 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2877
3205 /* 2878 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3208 * in the map. 2881 */
3209 */ 2882 op->drop_unpaid_items ();
3210 2883
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op);
3213
3214 /****************************************/ 2884 /****************************************/
3215 /* */ 2885 /* */
3216 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3218 /* */ 2888 /* */
3219 /****************************************/ 2889 /****************************************/
3220 2890
3221 enter_player_savebed (op); 2891 enter_player_savebed (op);
3222 2892
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2893 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2894
3229 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2898 * on the space that might harm the player.
3233 */ 2899 */
3234 will_kill_again = 0; 2900 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3238 2904
3239 if (will_kill_again) 2905 if (will_kill_again)
3240 { 2906 {
3241 object *force; 2907 object *force;
3242 int at; 2908 int at;
3243 2909
3244 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2912 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2917 force->resist[at] = 100;
3252 2918
3253 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3254 fix_player (op); 2920 op->update_stats ();
3255 2921
3256 } 2922 }
3257 2923
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2925}
3327
3328 2926
3329void 2927void
3330loot_object (object *op) 2928loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3333 2931
3334 if (op->container) 2932 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2933
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3340 { 2935 {
3341 next = tmp->below; 2936 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3343 continue; 2939 continue;
2940
3344 tmp->remove (); 2941 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3346 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2946
3349 }
3350 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))))
3351 { 2948 {
3352 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3353 { 2950 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2952 tmp2->destroy ();
3366/* 2963/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2966 * was changed.
3370 */ 2967 */
3371
3372void 2968void
3373fix_weight (void) 2969fix_weight (void)
3374{ 2970{
3375 player *pl; 2971 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2972 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2974
3381 if (old == sum) 2975 if (old == sum)
3382 continue; 2976 continue;
3383 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3384 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);
3385 } 2979 }
3386} 2980}
3387 2981
3388void 2982void
3389fix_luck (void) 2983fix_luck (void)
3390{ 2984{
3391 player *pl; 2985 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3396} 2988}
3397
3398 2989
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3402 */ 2993 */
3403
3404void 2994void
3405cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3406{ 2996{
3407 object *skop, *spob; 2997 object *skop, *spob;
3408 2998
3442 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3443 { 3033 {
3444 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3446 } 3036 }
3037
3447 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3448} 3039}
3449 3040
3450int 3041int
3451is_true_undead (object *op) 3042is_true_undead (object *op)
3452{ 3043{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 3045 return 1;
3457 3046
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3047 return 0;
3464} 3048}
3465 3049
3466/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3509/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 3097 */
3514
3515void 3098void
3516do_hidden_move (object *op) 3099do_hidden_move (object *op)
3517{ 3100{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3519 object *skop; 3102 object *skop;
3523 3106
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3108
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3530 { 3112 {
3531 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!");
3532 make_visible (op); 3114 make_visible (op);
3533 return; 3115 return;
3534 } 3116 }
3535 else 3117 else
3536 num += 20; 3118 num += 20;
3537 } 3119
3538 num += op->map->difficulty; 3120 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3122 num -= hide;
3123
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3125 {
3543 make_visible (op); 3126 make_visible (op);
3544 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3545 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!");
3546 } 3129 }
3547 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 3132}
3552 3133
3553/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3554 3135
3555int 3136int
3582 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3583 continue; 3164 continue;
3584 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)))
3585 continue; 3166 continue;
3586 3167
3587 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)
3588 { 3169 {
3589 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))
3590 return 1; 3171 return 1;
3591 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3592 { 3173 {
3622 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3623 { 3204 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3206 return -1;
3626 } 3207 }
3208
3627 if (!pl || !op) 3209 if (!pl || !op)
3628 return 0; 3210 return 0;
3629 3211
3630 if (op->head)
3631 {
3632 op = op->head; 3212 op = op->head_ ();
3633 } 3213
3634 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3635 3215
3636 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3217 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3639 * a blocked los square. 3219 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3641 */ 3221 */
3642 while (op) 3222 while (op)
3643 { 3223 {
3644 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3646 3226
3647 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3648 * 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
3649 * for any meaningful values. 3229 * for any meaningful values.
3650 */ 3230 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !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)])
3654 return 1; 3234 return 1;
3655 op = op->more; 3235 op = op->more;
3656 } 3236 }
3657 return 0; 3237 return 0;
3658} 3238}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3336 int i = 0, j = 0;
3757 3337
3758 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3767 3347
3768 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3769 return; 3349 return;
3770 3350
3771 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++);
3772 3352
3773 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3774 { 3354 {
3775 /* 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]); */
3776 return; 3356 return;
3777 } 3357 }
3778 3358
3779 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3360 item = tr->item;
3781 3361
3782 if (item->type == SPELL) 3362 if (item->type == SPELL)
3783 { 3363 {
3784 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3785 return; 3365 return;
3844 { 3424 {
3845 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3426 object *skin;
3847 3427
3848 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3849 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
3850 if (skin == NULL) 3432 if (!skin)
3851 return; 3433 return;
3852 3434
3853 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3437 {
3900 * not readied. 3482 * not readied.
3901 */ 3483 */
3902void 3484void
3903player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3904{ 3486{
3905 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3906 3489
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3908 { 3491 pl->combat_ob = 0;
3492
3909 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3910 { 3494 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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