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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 393 set_first_map (pl->ob);
344 394
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 395 return pl;
353} 396}
354 397
355/* 398/*
356 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
359 */ 402 */
360archetype * 403archetype *
361get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
362{ 405{
363 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 407
365 for (;;) 408 for (;;)
366 { 409 {
367 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
368 at = first_archetype; 411 i = archetypes.begin ();
369 else 412 else if (*i == at)
370 at = at->next; 413 cleanup ("not a single player archetype found");
414
371 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
372 return at; 416 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 417 }
379} 418}
380
381 419
382object * 420object *
383get_nearest_player (object *mon) 421get_nearest_player (object *mon)
384{ 422{
385 object *op = NULL; 423 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 424 objectlink *ol;
388 unsigned lastdist; 425 unsigned lastdist;
389 rv_vector rv; 426 rv_vector rv;
390 427
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 429 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 437 object *tmp = ol->ob;
401 438
402 /* 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
403 * itself will have been cleared. 440 * itself will have been cleared.
404 */ 441 */
405 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 ());
406 ol = ol->next; 444 ol = ol->next;
407 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
408 if (!ol) 446 if (!ol)
409 return op; 447 return op;
410 } 448 }
423 { 461 {
424 op = ol->ob; 462 op = ol->ob;
425 lastdist = rv.distance; 463 lastdist = rv.distance;
426 } 464 }
427 } 465 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 466
429 { 467 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
434 { 470 {
435 op = pl->ob; 471 op = pl->ob;
436 lastdist = rv.distance; 472 lastdist = rv.distance;
437 } 473 }
438 } 474
439 }
440#if 0 475#if 0
441 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)");
442#endif 477#endif
443 return op; 478 return op;
444} 479}
462 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 499 * is probably not a good thing.
465 */ 500 */
466#define MAX_SPACES 50 501#define MAX_SPACES 50
467
468 502
469/* 503/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 537 x = mon->x;
504 y = mon->y; 538 y = mon->y;
505 m = mon->map; 539 m = mon->map;
506 dir = rv.direction; 540 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 545 if (diff > max)
511 return 0; 546 return 0;
547
512 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
513 { 549 {
514 lastx = x; 550 lastx = x;
515 lasty = y; 551 lasty = y;
516 lastmap = m; 552 lastmap = m;
598 max--; 634 max--;
599 lastdir = dir; 635 lastdir = dir;
600 if (!firstdir) 636 if (!firstdir)
601 firstdir = dir; 637 firstdir = dir;
602 } 638 }
639
603 if (diff <= 1) 640 if (diff <= 1)
604 { 641 {
605 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 643 * headed toward player for entire distance.
607 */ 644 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 647 }
648
611 if (diff > max) 649 if (diff > max)
612 return 0; 650 return 0;
613 } 651 }
652
614 /* 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 */
615 if (!max) 654 if (!max)
616 return 0; 655 return 0;
617 656
618 return firstdir; 657 return firstdir;
711 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
712 link_player_skills (pl); 751 link_player_skills (pl);
713} 752}
714 753
715void 754void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
800{ 756{
801 if (party == NULL) 757 if (party == NULL)
802 { 758 {
803 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);
804 return; 760 return;
805 } 761 }
762
806 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
809 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:");
810} 767}
811
812 768
813/* 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. */
814int 770static int
815roll_stat (void) 771roll_stat (void)
816{ 772{
817 int a[4], i, j, k; 773 int a[4], i, j, k;
818 774
819 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
821 777
822 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 779 if (a[i] < k)
824 k = a[i], j = i; 780 k = a[i], j = i;
825 781
826 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 783 if (i != j)
829 k += a[i]; 784 k += a[i];
830 } 785
831 return k; 786 return k;
832} 787}
833 788
834void 789void
835roll_stats (object *op) 790object::roll_stats ()
836{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
837 int sum = 0; 796 int sum = 0;
838 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
840 799
841 do 800 if (sum >= 82 && sum <= 116)
801 break;
842 { 802 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 803
854 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 806
863 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
864 do 808 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 809
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 810 stats.exp = 0;
899 op->stats.ac = 0; 811 stats.ac = 0;
900 812
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
910} 825}
911 826
912void 827void
913Roll_Again (object *op) 828object::swap_stats (int a, int b)
914{ 829{
915 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 831
920void 832 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048 874void
1049int 875player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1068 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1070 886
1071 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1072 888
1073 if (op->msg) 889 if (ob->msg)
1074 op->msg = NULL; 890 ob->msg = 0;
1075 891
1076 /* 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
1077 * to save here. 893 * to save here.
1078 */ 894 */
895 {
896 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1081 900
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 901 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 904 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1090 fix_player (op); 906 ob->update_stats ();
1091 907
1092 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1093 * is one for this race 909 * is one for this race
1094 */ 910 */
1095 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1096 { 912 {
1097 object *tmp; 913 object *tmp;
1098 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1099 915
1100 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);
1101 tmp = object::create (); 917 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1107 * default initial map */ 923 * default initial map */
1108 tmp->destroy (); 924 tmp->destroy ();
1109 } 925 }
1110 else 926 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 928}
1114 return 0;
1115 }
1116 929
930void
931player::chargen_race_next ()
932{
1117 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1119 */ 935 */
1120 936
1121 tmp_loop = 0; 937 do
1122 while (!tmp_loop)
1123 { 938 {
1124 shstr name = op->name; 939 shstr name = ob->name;
1125 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1126 941
1127 remove_statbonus (op); 942 ob->remove_statbonus ();
1128 op->remove (); 943 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1131 op->instantiate (); 946 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1134 op->x = x; 949 ob->x = x;
1135 op->y = y; 950 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 954 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 955 }
956 while (!allowed_class (ob));
1142 957
1143 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 960 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 963 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 964}
1205 965
1206void 966void
1207flee_player (object *op) 967flee_player (object *op)
1208{ 968{
1238 { 998 {
1239 op->enemy = NULL; 999 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1001 return;
1242 } 1002 }
1003
1243 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1244 1005
1245 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1247 { 1008 {
1248 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1249 1010
1250 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)))
1251 {
1252 return; 1012 return;
1253 }
1254 } 1013 }
1014
1255 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1017 op->enemy = NULL;
1258} 1018}
1259 1019
1260
1261/* 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.
1262 * 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
1263 * stop. 1022 * stop.
1264 */ 1023 */
1265int 1024int
1266check_pick (object *op) 1025check_pick (object *op)
1267{ 1026{
1268 object *tmp, *next; 1027 object *tmp, *next;
1269 int stop = 0; 1028 int stop = 0;
1270 int j, k, wvratio; 1029 int wvratio;
1271 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1272 1031
1273 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1275 return 1; 1034 return 1;
1276 1035
1344 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1106 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1111 }
1112
1381 /* philosophy: 1113 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1118 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1456 pick_up (op, tmp); 1188 pick_up (op, tmp);
1457 continue; 1189 continue;
1458 } 1190 }
1459 1191
1460 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1461 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1462 { 1194 {
1463 pick_up (op, tmp); 1195 pick_up (op, tmp);
1464 continue; 1196 continue;
1465 } 1197 }
1466 1198
1574 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1575 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1576 { 1308 {
1577 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1578 { 1310 {
1579 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 &&
1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1581 { 1313 {
1582 pick_up (op, tmp); 1314 pick_up (op, tmp);
1583 continue; 1315 continue;
1584 } 1316 }
1585 } 1317 }
1586 1318
1587 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1588 { 1320 {
1589 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)
1590 { 1322 {
1591 pick_up (op, tmp); 1323 pick_up (op, tmp);
1592 continue; 1324 continue;
1593 } 1325 }
1594 } 1326 }
1619 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1620 { 1352 {
1621 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1622 } 1354 }
1623 else 1355 else
1624 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1625 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1626 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))));
1627#endif 1359#endif
1628 continue; 1360 continue;
1629 } 1361 }
1640 * found object is returned. 1372 * found object is returned.
1641 */ 1373 */
1642object * 1374object *
1643find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1644{ 1376{
1645 object *tmp = NULL; 1377 object *tmp = 0;
1646 1378
1647 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1651 return op; 1383 return op;
1384
1652 return tmp; 1385 return tmp;
1653} 1386}
1654 1387
1655/* 1388/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1393 */
1661
1662object * 1394object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1396{
1665 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1699 else 1431 else
1700 { 1432 {
1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 { 1434 {
1703 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1704 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1705 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)
1706 { 1438 {
1707 tmp = arrow; 1439 tmp = arrow;
1708 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;
1709 } 1441 }
1710 } 1442 }
1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712 { 1444 {
1713 tmp = arrow; 1445 tmp = arrow;
1732 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1465 * op = the shooter
1734 * type = bow->race 1466 * type = bow->race
1735 * dir = fire direction 1467 * dir = fire direction
1736 */ 1468 */
1737
1738object * 1469object *
1739pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1740{ 1471{
1741 object *tmp = NULL; 1472 object *tmp = NULL;
1742 maptile *m; 1473 maptile *m;
1807 */ 1538 */
1808int 1539int
1809fire_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)
1810{ 1541{
1811 object *left, *bow; 1542 object *left, *bow;
1812 int bowspeed, mflags; 1543 int mflags;
1813 maptile *m; 1544 maptile *m;
1814 1545
1815 if (!dir) 1546 if (!dir)
1816 { 1547 {
1817 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!");
1818 return 0; 1549 return 0;
1819 } 1550 }
1820 if (op->type == PLAYER) 1551
1821 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1822 else 1554 else
1823 { 1555 {
1824 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1563 if (!bow)
1832 { 1564 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1566 return 0;
1835 } 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
1836 } 1576 }
1577
1837 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1838 { 1579 {
1839 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);
1840 return 0; 1581 return 0;
1841 } 1582 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1583
1851 if (arrow == NULL) 1584 if (arrow == NULL)
1852 { 1585 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1587 {
1855 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1591 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1860 return 0; 1594 return 0;
1861 } 1595 }
1862 } 1596 }
1597
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1600 return 0;
1867 } 1601
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1603 {
1870 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.");
1871 return 0; 1605 return 0;
1872 } 1606 }
1878 return 0; 1612 return 0;
1879 } 1613 }
1880 1614
1881 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1617 if (!arrow)
1884 { 1618 {
1885 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);
1886 return 0; 1620 return 0;
1887 } 1621 }
1622
1888 arrow->set_owner (op); 1623 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1625 arrow->direction = dir;
1892 arrow->x = sx; 1626
1893 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;
1894 1659
1895 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1896 { 1661 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1669 }
1931 else 1670 else
1932 { 1671 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1672 arrow->level = op->level;
1935 } 1673 arrow->stats.wc -= bow->magic;
1936 1674
1937 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1938 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1939 1680
1940 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1683
1943 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1687
1947 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1948 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1949 1690
1950 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1692 move_arrow (arrow);
1952 1693
1953 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1973{ 1714{
1974 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1975 1716
1976 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1977 { 1718 {
1978 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);
1979 } 1720 }
1980 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)
1981 { 1722 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1724 wcmod = -1;
1725
1984 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);
1985 } 1727 }
1986 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1987 { 1729 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1735 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1739 }
1999 else 1740 else
2000 { 1741 {
2001 /* Simple case */ 1742 /* Simple case */
2002 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);
2003 } 1744 }
1745
2004 return ret; 1746 return ret;
2005} 1747}
2006
2007 1748
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2010 */ 1751 */
2011void 1752void
2012fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2013{ 1754{
2014 object *item; 1755 object *item = op->contr->ranged_ob;
2015 1756
2016 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2017 { 1758 {
2018 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.");
2019 return; 1760 return;
2020 } 1761 }
2021 1762
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1763 if (!item->inv)
2024 { 1764 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1766 return;
2027 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2028 if (item->type == WAND) 1772 if (item->type == WAND)
2029 { 1773 {
2030 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2031 { 1775 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2033 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
2034 return; 1779 return;
2035 } 1780 }
2036 } 1781 }
2037 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2038 { 1783 {
2039 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))
2040 { 1785 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2042 if (item->type == ROD) 1788 if (item->type == ROD)
2043 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));
2044 else 1790 else
2045 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
2046 return; 1793 return;
2047 } 1794 }
2048 } 1795 }
2049 1796
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2057 object *tmp; 1804 object *tmp;
2058 1805
2059 if (item->arch) 1806 if (item->arch)
2060 { 1807 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2063 item->speed = 0; 1810 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1811 }
1812
2066 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1815 }
2069 } 1816 }
2070 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1818 drain_rod_charge (item);
2073 }
2074 } 1819 }
2075} 1820}
2076 1821
2077/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2078 */ 1823 */
2079void 1824bool
2080fire (object *op, int dir) 1825fire (object *op, int dir)
2081{ 1826{
2082 int spellcost = 0; 1827 int spellcost = 0;
2083 1828
2084 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2086 make_visible (op); 1831 make_visible (op);
2087 1832
2088 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;
2089 { 1839 }
2090 case range_none:
2091 return;
2092 1840
2093 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:
2094 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2095 return; 1858 break;
2096 1859
2097 case range_magic: /* Casting spells */ 1860 case SPELL:
2098 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);
2099 return; 1862 break;
2100 1863
2101 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:
2102 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2103 return; 1874 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1875 }
2131}
2132 1876
2133 1877 return true;
1878}
2134 1879
2135/* find_key 1880/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1885 * pl is the player,
2141 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2144 */ 1889 */
2145
2146object * 1890object *
2147find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2148{ 1892{
2149 object *tmp, *key; 1893 object *tmp, *key;
2150 1894
2151 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1896 if (!container->inv)
2153 return NULL; 1897 return 0;
2154 1898
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1901 {
2158 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1903 break;
2160 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2162 */ 1906 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1908 break;
2165 } 1909 }
1910
2166 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1914 * a key, return
2170 */ 1915 */
2171 if (!tmp) 1916 if (!tmp)
2172 { 1917 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1919 {
2175 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1922 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2179 return key; 1924 return key;
2180 } 1925 }
2181 } 1926 }
1927
2182 if (!tmp) 1928 if (!tmp)
2183 return NULL; 1929 return NULL;
2184 } 1930 }
1931
2185 /* 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,
2186 * see if we actually want to use it 1933 * see if we actually want to use it
2187 */ 1934 */
2188 if (pl != container) 1935 if (pl != container)
2189 { 1936 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1959 return NULL;
2213 } 1960 }
2214 } 1961 }
1962
2215 return tmp; 1963 return tmp;
2216} 1964}
2217 1965
2218/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1969 * 0 otherwise
2222 */ 1970 */
2223static int 1971static int
2224player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2225{ 1973{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2230 */ 1977 */
2231 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2232 1979
2233 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2234 if (key) 1981 if (key)
2235 { 1982 {
2236 object *container = key->env; 1983 object *container = key->env;
2237 1984
2238 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2239 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2240 make_visible (op); 1986 make_visible (op);
1987
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2243 if (door->type == DOOR) 1991 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2248 { 1994 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1997 }
1998
2252 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2255 if (container != op) 2002 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2257 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2258 } 2006 }
2259 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2260 { 2008 {
2261 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2011 return 1;
2264 } 2012 }
2013
2265 return 0; 2014 return 0;
2266} 2015}
2267 2016
2268/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2273 */ 2022 */
2274 2023bool
2275void
2276move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2277{ 2025{
2278 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 2026 int on_battleground;
2281 maptile *m;
2282 2027
2283 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2285 2030
2286 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 }
2287 2041
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2292 * 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
2293 * 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
2294 * 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
2295 * move_ob uses. 2049 * move_ob uses.
2296 */ 2050 */
2297 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);
2298 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 {
2301 m = get_map_from_coord (op->map, &nx, &ny);
2302 if (!m)
2303 return; /* Don't think this should happen */
2304 }
2305 else
2306 m = op->map;
2307 2052
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return;
2312 }
2313
2314 mon = NULL;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2056 * on the space
2319 */ 2057 */
2320 while (tmp != NULL) 2058 object *mon;
2321 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2322 if (tmp == op) 2060 {
2323 { 2061 if ((mon->flag [FLAG_ALIVE]
2324 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2325 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2326 }
2327
2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329 {
2330 mon = tmp; 2064 && mon != op)
2331 break; 2065 break;
2332 } 2066 }
2333 2067
2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335 mon = tmp;
2336
2337 tmp = tmp->above;
2338 }
2339
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2069 return false; /* into a wall */
2342 2070
2343 if (mon->head != NULL)
2344 mon = mon->head; 2071 mon = mon->head_ ();
2345 2072
2346 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)
2347 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2348 return; 2078 return true;
2079 }
2349 2080
2350 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2351 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2352 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2353 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2354 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2355 * and thus will not push them. 2086 * and thus will not push them.
2356 */ 2087 */
2357 2088
2358 /* 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
2359 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2361 */ 2092 */
2362 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2367#else
2368 && mon->owner == op 2096 || mon->owner == op)
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2098 {
2372 /* 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 */
2373 if (op->contr->braced) 2100 if (op->contr->braced)
2374 return; 2101 return false;
2375 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"));
2376 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2377 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2111 make_visible (op);
2112
2379 return; 2113 return true;
2380 } 2114 }
2115 else
2116 return false;
2117 }
2381 2118
2382 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2384 * 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
2385 * attack them either. 2122 * attack them either.
2386 */ 2123 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2388 (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))
2389#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2390 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 2128 && !on_battleground))
2392 && mon->contr-> 2129 {
2393 peaceful)) && 2130 if (op->speed_left > 0.f)
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 2131 {
2132 --op->speed_left;
2133
2399 if (!op->contr->braced) 2134 if (!op->contr->braced)
2400 { 2135 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2402 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2403 } 2138 }
2404 else 2139 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2141
2408 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2143 make_visible (op);
2410 }
2411 2144
2145 return true;
2146 }
2147 }
2412 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2413 * 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.
2414 */ 2150 */
2415 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)
2416 { 2154 {
2155 --op->speed_left;
2156
2417 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2418 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2419 make_visible (op); 2159 make_visible (op);
2420 }
2421 2160
2161 return true;
2162 }
2163 }
2422 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2423 * 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
2424 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2169 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2172 {
2432 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit)
2439 { 2174 {
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2441 2176
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 }
2444
2445 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2446 2178
2447 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is
2450 * the wiz.
2451 */
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 {
2454 short luck = mon->stats.luck;
2455
2456 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL);
2458 mon->stats.luck = luck;
2459 }
2460 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2461 make_visible (op); 2180 make_visible (op);
2462 }
2463 } /* if player should attack something */
2464}
2465 2181
2466int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2467move_player (object *op, int dir) 2190move_player (object *op, int dir)
2468{ 2191{
2469 int pick; 2192 int pick;
2470 2193
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2195 return 0;
2473 2196
2474 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2476 { 2199 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2201 return 0;
2479 } 2202 }
2480 2203
2481 /* peterm: added following line */ 2204 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2207
2485 op->facing = dir; 2208 op->facing = dir;
2486 2209
2487 if (op->hide) 2210 if (op->hide)
2488 do_hidden_move (op); 2211 do_hidden_move (op);
2489 2212
2213 bool retval;
2214
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ; 2216 retval = RESULT_INT (0);
2492 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2493 fire (op, dir); 2218 retval = fire (op, dir);
2494 else 2219 else
2495 { 2220 {
2496 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2497 pick = check_pick (op); 2222 pick = check_pick (op);
2498 } 2223 }
2499 2224
2500 /* 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
2501 * server can handle repeat firing. 2226 * server can handle repeat firing.
2502 */ 2227 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2229 op->direction = dir;
2506 }
2507 else 2230 else
2508 {
2509 op->direction = 0; 2231 op->direction = 0;
2510 } 2232
2511 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2235 * for players.
2514 */ 2236 */
2515 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2516 return 0; 2238
2239 return retval;
2517} 2240}
2518 2241
2519/* 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
2520 * new client/server stuff. 2243 * new client/server stuff.
2521 * 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
2522 * the new speed values for commands. 2245 * the new speed values for commands.
2523 * 2246 *
2524 * 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.
2525 */ 2250 */
2526int 2251bool
2527handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2528{ 2253{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2255 {
2551 flee_player (op); 2256 if (op->speed_left > 0.f)
2552 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2257 {
2555 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2556 return 0; 2261 return true;
2557 } 2262 }
2263 else
2264 return false;
2558 } 2265 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2266
2568 /* 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
2569 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2269 * called, so we recheck it here.
2571 */ 2270 */
2572 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2272 return true;
2575 2273
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2580
2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2586 if (op->speed_left > 0) 2276
2587 return 1;
2588 else
2589 return 0;
2590 }
2591 return 0; 2277 return false;
2592} 2278}
2593 2279
2594int 2280int
2595save_life (object *op) 2281save_life (object *op)
2596{ 2282{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2284 return 0;
2601 2285
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2288 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2606 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));
2607 2291
2608 if (op->contr) 2292 if (op->contr)
2609 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2610 2294
2615 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2616 2300
2617 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2618 op->stats.food = 999; 2302 op->stats.food = 999;
2619 2303
2620 fix_player (op); 2304 op->update_stats ();
2621 return 1; 2305 return 1;
2622 } 2306 }
2307
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2311 return 0;
2627} 2312}
2629/* 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
2630 * 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
2631 * 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
2632 * from. 2317 * from.
2633 */ 2318 */
2634void 2319static void
2635remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2636{ 2321{
2637 object *next;
2638
2639 while (op) 2322 while (op)
2640 { 2323 {
2641 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' */
2642 * we remove object 'op' 2325
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2327 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2652 } 2332 }
2653 else if (op->inv) 2333 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2655 op = next; 2336 op = next;
2656 } 2337 }
2657} 2338}
2658 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2659 2346
2660/* 2347/*
2661 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2364 else
2678 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2368 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2682 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);
2683 else 2371 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2375 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2688 { 2377 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2380 strcat (buf2, buf);
2692 } 2381 }
2382
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2696 return buf2; 2387 return buf2;
2697} 2388}
2698
2699
2700 2389
2701void 2390void
2702do_some_living (object *op) 2391do_some_living (object *op)
2703{ 2392{
2704 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2399 int rate_grace = 2000;
2711 const int max_hp = 1; 2400 const int max_hp = 1;
2712 const int max_sp = 1; 2401 const int max_sp = 1;
2713 const int max_grace = 1; 2402 const int max_grace = 1;
2714 2403
2715 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2422
2722 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2723 { 2424 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2429 else
2730 { 2430 {
2731 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2433 }
2434
2734 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2437 else
2737 { 2438 {
2738 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2441 }
2442
2741 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2445 else
2744 { 2446 {
2745 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2449 }
2748 2450
2749 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2453 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2754 { 2456 {
2755 op->stats.sp++; 2457 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2465 op->stats.food = last_food;
2764 } 2466 }
2765 } 2467 }
2468
2766 if (max_sp > 1) 2469 if (max_sp > 1)
2767 { 2470 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2472 if (over_sp > 0)
2770 { 2473 {
2771 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2772 { 2475 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2774 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))
2775 op->stats.sp--; 2479 op->stats.sp--;
2480
2776 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2778 } 2483 }
2779 op->last_sp = 0; 2484 op->last_sp = 0;
2780 } 2485 }
2781 else 2486 else
2782 {
2783 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);
2784 }
2785 } 2488 }
2786 else 2489 else
2787 {
2788 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);
2789 }
2790 } 2491 }
2791 2492
2792 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2795 { 2496 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2798 if (max_grace > 1) 2500 if (max_grace > 1)
2799 { 2501 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2503 if (over_grace > 0)
2802 { 2504 {
2830 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2534 op->stats.food = last_food;
2833 } 2535 }
2834 } 2536 }
2537
2835 if (max_hp > 1) 2538 if (max_hp > 1)
2836 { 2539 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2541 if (over_hp > 0)
2839 { 2542 {
2852 } 2555 }
2853 2556
2854 /* Digestion */ 2557 /* Digestion */
2855 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2856 { 2559 {
2857#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2562
2864 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2564
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868 /* dms do not consume food */ 2565 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2567 op->stats.food--;
2871 } 2568 }
2872 }
2873 2569
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2571 {
2876 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2877 2573
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2575 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2883 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2583 break;
2888 } 2584 }
2889 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2890 flesh = tmp; 2586 flesh = tmp;
2891 } /* End if paid for object */ 2587 } /* End if paid for object */
2892 } /* end of for loop */ 2588 } /* end of for loop */
2589
2893 /* 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
2894 * eat flesh instead. 2591 * eat flesh instead.
2895 */ 2592 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2594 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2900 } 2597 }
2901 } /* end if player is starving */ 2598 }
2902 2599
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2905 2602
2906 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))
2907 kill_player (op); 2604 kill_player (op);
2605 }
2908} 2606}
2909
2910
2911 2607
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2611 * file.
2933 object *tmp; 2629 object *tmp;
2934 2630
2935 if (save_life (op)) 2631 if (save_life (op))
2936 return; 2632 return;
2937 2633
2938
2939 /* 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
2940 * 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.
2941 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2942 */ 2637 */
2943 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2945 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!");
2946 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...");
2947 2642
2948 /* restore player */ 2643 /* restore player */
2949 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2646 {
2953 tmp->destroy (); 2647 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2649 }
2956 2650
2957 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2653 {
2961 tmp->destroy (); 2654 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2656 }
2964 2657
2966 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2661 op->stats.food = 999;
2969 2662
2970 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2665 {
2974 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2667 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2671 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2675 }
2985 2676
2986 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2679 op->contr->braced = 0;
2993 2684
2994 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2995 2686
2996 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2997 { 2688 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3007 } 2691 }
3008 else 2692 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3018 } 2694
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3020 2696
3021 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3022 x = op->x; 2698 x = op->x;
3023 y = op->y; 2699 y = op->y;
3024 map = op->map; 2700 map = op->map;
3025 2701
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3032 */ 2705 */
3033 2706
3034 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2709 * of death.
3037 */ 2710 */
3038#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3040 { 2713 {
3041 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2716 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2719 little bit harder. */
3047 /* GD */ 2720 /* GD */
3048 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2722 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2723 else
3054 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3055 num_stats_lose = 1; 2727 num_stats_lose = 1;
3056 } 2728
3057 lost_a_stat = 0; 2729 lost_a_stat = 0;
3058 2730
3059 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3060 { 2732 {
3061 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3062 2734
3063 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3064 { 2755 {
3065 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3066 * what he lost. 2757 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2758 }
3075 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3076 { 2761 {
3077 /* deplete a stat */ 2762 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3079 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3080 2765 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2766 {
3084 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3086 } 2769
3087 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2776 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2777 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2779 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2780 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2781 else
3129 if (this_stat >= -50)
3130 { 2782 {
3131 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2788 }
3137 } 2789 }
3138 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3139 } 2809 }
2810 }
2811 }
3140 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2813 if (!lost_a_stat)
3142 { 2814 {
3143 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3146 2818
3147 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2821 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2823 }
3152#else 2824#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2826#endif
3155 2827
3156 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2829 * exp loss on the stone.
3158 */ 2830 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2833 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165 tmp->msg = buf; 2837 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2840
3169 /**************************************/ 2841 /**************************************/
3170 /* */ 2842 /* */
3171 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3174 /* */ 2846 /* */
3175 /**************************************/ 2847 /**************************************/
3176 2848
3177 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2850 /* restore player */
3179 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3181 2853
3182 if (tmp) 2854 if (tmp)
3183 { 2855 {
3184 tmp->destroy (); 2856 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2858 }
3187 2859
3188 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2862 if (tmp)
3191 { 2863 {
3192 tmp->destroy (); 2864 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2866 }
3195 2867
3196 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3197 2869
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3201 op->stats.food = 900; 2873 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2877
3206 /* 2878 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3209 * in the map. 2881 */
3210 */ 2882 op->drop_unpaid_items ();
3211 2883
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op);
3214
3215 /****************************************/ 2884 /****************************************/
3216 /* */ 2885 /* */
3217 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3219 /* */ 2888 /* */
3220 /****************************************/ 2889 /****************************************/
3221 2890
3222 enter_player_savebed (op); 2891 enter_player_savebed (op);
3223 2892
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2893 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2894
3230 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2898 * on the space that might harm the player.
3234 */ 2899 */
3235 will_kill_again = 0; 2900 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3239 2904
3240 if (will_kill_again) 2905 if (will_kill_again)
3241 { 2906 {
3242 object *force; 2907 object *force;
3243 int at; 2908 int at;
3244 2909
3245 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2912 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2917 force->resist[at] = 100;
3253 2918
3254 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3255 fix_player (op); 2920 op->update_stats ();
3256 2921
3257 } 2922 }
3258 2923
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2925}
3328
3329 2926
3330void 2927void
3331loot_object (object *op) 2928loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3334 2931
3335 if (op->container) 2932 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2933
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3341 { 2935 {
3342 next = tmp->below; 2936 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3344 continue; 2939 continue;
2940
3345 tmp->remove (); 2941 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3347 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2946
3350 }
3351 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))))
3352 { 2948 {
3353 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3354 { 2950 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2952 tmp2->destroy ();
3367/* 2963/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2966 * was changed.
3371 */ 2967 */
3372
3373void 2968void
3374fix_weight (void) 2969fix_weight (void)
3375{ 2970{
3376 player *pl; 2971 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2972 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2974
3382 if (old == sum) 2975 if (old == sum)
3383 continue; 2976 continue;
3384 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3385 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);
3386 } 2979 }
3387} 2980}
3388 2981
3389void 2982void
3390fix_luck (void) 2983fix_luck (void)
3391{ 2984{
3392 player *pl; 2985 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3397} 2988}
3398
3399 2989
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3403 */ 2993 */
3404
3405void 2994void
3406cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3407{ 2996{
3408 object *skop, *spob; 2997 object *skop, *spob;
3409 2998
3443 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3444 { 3033 {
3445 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3447 } 3036 }
3037
3448 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3449} 3039}
3450 3040
3451int 3041int
3452is_true_undead (object *op) 3042is_true_undead (object *op)
3453{ 3043{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3457 return 1; 3045 return 1;
3458 3046
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3047 return 0;
3465} 3048}
3466 3049
3467/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3510/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3511 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3512 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3513 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3514 */ 3097 */
3515
3516void 3098void
3517do_hidden_move (object *op) 3099do_hidden_move (object *op)
3518{ 3100{
3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3520 object *skop; 3102 object *skop;
3524 3106
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3108
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3531 { 3112 {
3532 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!");
3533 make_visible (op); 3114 make_visible (op);
3534 return; 3115 return;
3535 } 3116 }
3536 else 3117 else
3537 num += 20; 3118 num += 20;
3538 } 3119
3539 num += op->map->difficulty; 3120 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3122 num -= hide;
3123
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3125 {
3544 make_visible (op); 3126 make_visible (op);
3545 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3546 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!");
3547 } 3129 }
3548 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3132}
3553 3133
3554/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3555 3135
3556int 3136int
3583 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3584 continue; 3164 continue;
3585 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)))
3586 continue; 3166 continue;
3587 3167
3588 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)
3589 { 3169 {
3590 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))
3591 return 1; 3171 return 1;
3592 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3593 { 3173 {
3623 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3624 { 3204 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3206 return -1;
3627 } 3207 }
3208
3628 if (!pl || !op) 3209 if (!pl || !op)
3629 return 0; 3210 return 0;
3630 3211
3631 if (op->head)
3632 {
3633 op = op->head; 3212 op = op->head_ ();
3634 } 3213
3635 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3636 3215
3637 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3217 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3640 * a blocked los square. 3219 * a blocked los square.
3641 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3642 */ 3221 */
3643 while (op) 3222 while (op)
3644 { 3223 {
3645 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3646 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3647 3226
3648 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3229 * for any meaningful values.
3651 */ 3230 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3234 return 1;
3656 op = op->more; 3235 op = op->more;
3657 } 3236 }
3658 return 0; 3237 return 0;
3659} 3238}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3336 int i = 0, j = 0;
3758 3337
3759 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3768 3347
3769 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3770 return; 3349 return;
3771 3350
3772 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++);
3773 3352
3774 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3775 { 3354 {
3776 /* 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]); */
3777 return; 3356 return;
3778 } 3357 }
3779 3358
3780 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3781 item = &(tr->item->clone); 3360 item = tr->item;
3782 3361
3783 if (item->type == SPELL) 3362 if (item->type == SPELL)
3784 { 3363 {
3785 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3786 return; 3365 return;
3845 { 3424 {
3846 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3426 object *skin;
3848 3427
3849 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3850 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
3851 if (skin == NULL) 3432 if (!skin)
3852 return; 3433 return;
3853 3434
3854 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3437 {
3901 * not readied. 3482 * not readied.
3902 */ 3483 */
3903void 3484void
3904player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3905{ 3486{
3906 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3907 3489
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3909 { 3491 pl->combat_ob = 0;
3492
3910 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3911 { 3494 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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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