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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 authors can be reached via e-mail to <support@deliantra.net>
21 The author 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#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 149}
297 150
298/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
299static void 152static void
300set_first_map (object *op) 153set_first_map (object *op)
301{ 154{
302 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
303 op->x = -1; 156 op->x = -1;
304 op->y = -1; 157 op->y = -1;
305 enter_exit (op, NULL);
306} 158}
307 159
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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
372}
373
374player::~player ()
375{
376 /* Clear item stack */
377 free (stack_items);
378}
379
308/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
309 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
310 * mode. 382 * mode.
311 */ 383 */
312 384player *
313int 385player::create ()
314add_player (client *ns)
315{ 386{
316 player *p = new player; 387 player *pl = new player;
317 388
318 p->socket = ns; 389 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320 390
321 p->next = first_player; 391 pl->ob->roll_stats ();
322 first_player = p; 392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
323 394
324 p = get_player (p);
325
326 set_first_map (p->ob); 395 set_first_map (pl->ob);
327 396
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 397 return pl;
336} 398}
337 399
338/* 400/*
339 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
342 */ 404 */
343archetype * 405archetype *
344get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
345{ 407{
346 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 409
348 for (;;) 410 for (;;)
349 { 411 {
350 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
351 at = first_archetype; 413 i = archetypes.begin ();
352 else 414 else if (*i == at)
353 at = at->next; 415 cleanup ("not a single player archetype found");
416
354 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
355 return at; 418 return *i;
356 if (at == start)
357 {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 419 }
362} 420}
363
364 421
365object * 422object *
366get_nearest_player (object *mon) 423get_nearest_player (object *mon)
367{ 424{
368 object *op = NULL; 425 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 426 objectlink *ol;
371 unsigned lastdist; 427 unsigned lastdist;
372 rv_vector rv; 428 rv_vector rv;
373 429
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 431 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 433 continue;
404 434
405 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
406 { 436 {
407 op = ol->ob; 437 op = ol->ob;
408 lastdist = rv.distance; 438 lastdist = rv.distance;
409 } 439 }
410 } 440 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 441
412 { 442 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
417 { 445 {
418 op = pl->ob; 446 op = pl->ob;
419 lastdist = rv.distance; 447 lastdist = rv.distance;
420 } 448 }
421 } 449
422 }
423#if 0 450#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 452#endif
426 return op; 453 return op;
427} 454}
445 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 474 * is probably not a good thing.
448 */ 475 */
449#define MAX_SPACES 50 476#define MAX_SPACES 50
450
451 477
452/* 478/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 512 x = mon->x;
487 y = mon->y; 513 y = mon->y;
488 m = mon->map; 514 m = mon->map;
489 dir = rv.direction; 515 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
492 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 520 if (diff > max)
494 return 0; 521 return 0;
522
495 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
496 { 524 {
497 lastx = x; 525 lastx = x;
498 lasty = y; 526 lasty = y;
499 lastmap = m; 527 lastmap = m;
581 max--; 609 max--;
582 lastdir = dir; 610 lastdir = dir;
583 if (!firstdir) 611 if (!firstdir)
584 firstdir = dir; 612 firstdir = dir;
585 } 613 }
614
586 if (diff <= 1) 615 if (diff <= 1)
587 { 616 {
588 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 618 * headed toward player for entire distance.
590 */ 619 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 622 }
623
594 if (diff > max) 624 if (diff > max)
595 return 0; 625 return 0;
596 } 626 }
627
597 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
598 if (!max) 629 if (!max)
599 return 0; 630 return 0;
600 631
601 return firstdir; 632 return firstdir;
694 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
695 link_player_skills (pl); 726 link_player_skills (pl);
696} 727}
697 728
698void 729void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 730get_party_password (object *op, partylist *party)
783{ 731{
784 if (party == NULL) 732 if (party == NULL)
785 { 733 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 735 return;
788 } 736 }
737
789 op->contr->write_buf[0] = '\0'; 738 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 742}
794
795 743
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 745static int
798roll_stat (void) 746roll_stat (void)
799{ 747{
800 int a[4], i, j, k; 748 int a[4], i, j, k;
801 749
802 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
804 752
805 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 754 if (a[i] < k)
807 k = a[i], j = i; 755 k = a[i], j = i;
808 756
809 for (i = 0, k = 0; i < 4; i++) 757 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 758 if (i != j)
812 k += a[i]; 759 k += a[i];
813 } 760
814 return k; 761 return k;
815} 762}
816 763
817void 764void
818roll_stats (object *op) 765object::roll_stats ()
819{ 766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
820 int sum = 0; 771 int sum = 0;
821 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
823 774
824 do 775 if (sum >= 82 && sum <= 116)
776 break;
825 { 777 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 778
837 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 781
846 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
847 do 783 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 784
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 785 stats.exp = 0;
882 op->stats.ac = 0; 786 stats.ac = 0;
883 787
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 788 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
892 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
893} 800}
894 801
895void 802void
896Roll_Again (object *op) 803object::swap_stats (int a, int b)
897{ 804{
898 esrv_new_player (op->contr, 0); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 806
903void 807 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
818 stats.hp = stats.maxhp;
819 stats.sp = stats.maxsp;
820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
828 contr->orig_stats = stats;
829 }
830}
831
832static void
833start_info (object *op)
905{ 834{
906 signed char tmp;
907 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
908 836
909 if (op->contr->Swap_First == -1) 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 841}
1024 842
1025/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
1029 * not the class. 847 * not the class.
1030 */ 848 */
1031 849void
1032int 850player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 851{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 854
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 856 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
1053 858
1054 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
1056 861
1057 op->contr->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
1058 863
1059 if (op->msg) 864 if (ob->msg)
1060 op->msg = NULL; 865 ob->msg = 0;
1061 866
1062 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1063 * to save here. 868 * to save here.
1064 */ 869 */
870 {
871 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
1067 875
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 876 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 879 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
1076 fix_player (op); 881 ob->update_stats ();
1077 882
1078 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1079 * is one for this race 884 * is one for this race
1080 */ 885 */
1081 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1082 { 887 {
1083 object *tmp; 888 object *tmp;
1084 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1085 890
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 892 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1093 * default initial map */ 898 * default initial map */
1094 tmp->destroy (); 899 tmp->destroy ();
1095 } 900 }
1096 else 901 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 903}
1100 return 0;
1101 }
1102 904
905void
906player::chargen_race_next ()
907{
1103 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1105 */ 910 */
1106 911
1107 tmp_loop = 0; 912 do
1108 while (!tmp_loop)
1109 { 913 {
1110 shstr name = op->name; 914 shstr name = ob->name;
1111 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
1112 916
1113 remove_statbonus (op); 917 ob->remove_statbonus ();
1114 op->remove (); 918 ob->remove ();
1115 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
1116 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
1117 op->instantiate (); 921 ob->instantiate ();
1118 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
1119 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
1120 op->x = x; 924 ob->x = x;
1121 op->y = y; 925 ob->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
1124 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
1125 add_statbonus (op); 929 ob->add_statbonus ();
1126 tmp_loop = allowed_class (op);
1127 } 930 }
931 while (!allowed_class (ob));
1128 932
1129 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
1131 fix_player (op); 935 ob->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
1134 op->stats.grace = 0; 938 ob->stats.grace = 0;
1135
1136 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 939}
1191 940
1192void 941void
1193flee_player (object *op) 942flee_player (object *op)
1194{ 943{
1224 { 973 {
1225 op->enemy = NULL; 974 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 976 return;
1228 } 977 }
978
1229 get_rangevector (op, op->enemy, &rv, 0); 979 get_rangevector (op, op->enemy, &rv, 0);
1230 980
1231 dir = absdir (4 + rv.direction); 981 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 982 for (diff = 0; diff < 3; diff++)
1233 { 983 {
1234 int m = 1 - (RANDOM () & 2); 984 int m = 1 - (RANDOM () & 2);
1235 985
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return; 987 return;
1239 }
1240 } 988 }
989
1241 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 992 op->enemy = NULL;
1244} 993}
1245 994
1246
1247/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1248 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1249 * stop. 997 * stop.
1250 */ 998 */
1251int 999int
1252check_pick (object *op) 1000check_pick (object *op)
1253{ 1001{
1254 object *tmp, *next; 1002 object *tmp, *next;
1255 int stop = 0; 1003 int stop = 0;
1256 int j, k, wvratio; 1004 int wvratio;
1257 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1258 1006
1259 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1260 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1261 return 1; 1009 return 1;
1262 1010
1330 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 else 1081 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1086 }
1087
1367 /* philosophy: 1088 /* philosophy:
1368 * It's easy to grab an item type from a pile, as long as it's 1089 * It's easy to grab an item type from a pile, as long as it's
1369 * generic. This takes no game-time. For more detailed pickups 1090 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1091 * and selections, select-items should be used. This is a
1371 * grab-as-you-run type mode that's really useful for arrows for 1092 * grab-as-you-run type mode that's really useful for arrows for
1372 * example. 1093 * example.
1373 * The drawback: right now it has no frontend, so you need to 1094 * The drawback: right now it has no frontend, so you need to
1374 * stick the bits you want into a calculator in hex mode and then 1095 * stick the bits you want into a calculator in hex mode and then
1375 * convert to decimal and then 'pickup <#> 1096 * convert to decimal and then 'pickup <#>
1442 pick_up (op, tmp); 1163 pick_up (op, tmp);
1443 continue; 1164 continue;
1444 } 1165 }
1445 1166
1446 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1447 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1448 { 1169 {
1449 pick_up (op, tmp); 1170 pick_up (op, tmp);
1450 continue; 1171 continue;
1451 } 1172 }
1452 1173
1560 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1561 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1562 { 1283 {
1563 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1564 { 1285 {
1565 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1566 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1567 { 1288 {
1568 pick_up (op, tmp); 1289 pick_up (op, tmp);
1569 continue; 1290 continue;
1570 } 1291 }
1571 } 1292 }
1572 1293
1573 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1574 { 1295 {
1575 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1576 { 1297 {
1577 pick_up (op, tmp); 1298 pick_up (op, tmp);
1578 continue; 1299 continue;
1579 } 1300 }
1580 } 1301 }
1605 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1606 { 1327 {
1607 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1608 } 1329 }
1609 else 1330 else
1610 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1611 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1612 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1613#endif 1334#endif
1614 continue; 1335 continue;
1615 } 1336 }
1626 * found object is returned. 1347 * found object is returned.
1627 */ 1348 */
1628object * 1349object *
1629find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1630{ 1351{
1631 object *tmp = NULL; 1352 object *tmp = 0;
1632 1353
1633 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1634 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1635 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1636 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1637 return op; 1358 return splay (op);
1359
1638 return tmp; 1360 return tmp;
1639} 1361}
1640 1362
1641/* 1363/*
1642 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1643 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1644 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1645 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1646 */ 1368 */
1647
1648object * 1369object *
1649find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1650{ 1371{
1651 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1652 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1685 else 1406 else
1686 { 1407 {
1687 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688 { 1409 {
1689 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1690 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1691 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1692 { 1413 {
1693 tmp = arrow; 1414 tmp = arrow;
1694 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1695 } 1416 }
1696 } 1417 }
1697 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1698 { 1419 {
1699 tmp = arrow; 1420 tmp = arrow;
1718 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1719 * op = the shooter 1440 * op = the shooter
1720 * type = bow->race 1441 * type = bow->race
1721 * dir = fire direction 1442 * dir = fire direction
1722 */ 1443 */
1723
1724object * 1444object *
1725pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1726{ 1446{
1727 object *tmp = NULL; 1447 object *tmp = NULL;
1728 maptile *m; 1448 maptile *m;
1793 */ 1513 */
1794int 1514int
1795fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1796{ 1516{
1797 object *left, *bow; 1517 object *left, *bow;
1798 int bowspeed, mflags; 1518 int mflags;
1799 maptile *m; 1519 maptile *m;
1800 1520
1801 if (!dir) 1521 if (!dir)
1802 { 1522 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1804 return 0; 1524 return 0;
1805 } 1525 }
1806 if (op->type == PLAYER) 1526
1807 bow = op->contr->ranges[range_bow]; 1527 if (op->contr)
1528 bow = op->current_weapon;
1808 else 1529 else
1809 { 1530 {
1810 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1538 if (!bow)
1818 { 1539 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1541 return 0;
1821 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1822 } 1551 }
1552
1823 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1824 { 1554 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1826 return 0; 1556 return 0;
1827 } 1557 }
1828
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830
1831 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1834 if (bowspeed < 1)
1835 bowspeed = 1;
1836 1558
1837 if (arrow == NULL) 1559 if (arrow == NULL)
1838 { 1560 {
1839 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 { 1562 {
1841 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1843 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1844 else 1566 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1846 return 0; 1569 return 0;
1847 } 1570 }
1848 } 1571 }
1572
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1574 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1575 return 0;
1853 } 1576
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1578 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1857 return 0; 1580 return 0;
1858 } 1581 }
1864 return 0; 1587 return 0;
1865 } 1588 }
1866 1589
1867 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1592 if (!arrow)
1870 { 1593 {
1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1872 return 0; 1595 return 0;
1873 } 1596 }
1597
1874 arrow->set_owner (op); 1598 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1600 arrow->direction = dir;
1878 arrow->x = sx; 1601
1879 arrow->y = sy; 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1880 1634
1881 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1882 { 1636 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op);
1885 }
1886
1887 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam;
1890 arrow->stats.grace = arrow->attacktype;
1891 if (arrow->slaying != NULL)
1892 arrow->spellarg = strdup (arrow->slaying);
1893
1894 /* Note that this was different for monsters - they got their level
1895 * added to the damage. I think the strength bonus is more proper.
1896 */
1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1900 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903
1904 if (arrow->speed < 1.0)
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0;
1908
1909 if (op->type == PLAYER)
1910 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914
1915 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 wc -= dex_bonus[op->stats.Dex];
1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1916 } 1644 }
1917 else 1645 else
1918 { 1646 {
1919 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920 arrow->level = op->level; 1647 arrow->level = op->level;
1921 } 1648 arrow->stats.wc -= bow->magic;
1922 1649
1923 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1924 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1925 1655
1926 if (bow->slaying != NULL) 1656 wc -= arrow->level;
1927 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1928 1658
1929 arrow->map = m; 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1930 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1662
1933 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1934 insert_ob_in_map (arrow, m, op, 0); 1664 m->insert (arrow, sx, sy, op);
1935 1665
1936 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1667 move_arrow (arrow);
1938 1668
1939 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1959{ 1689{
1960 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1961 1691
1962 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1963 { 1693 {
1964 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1965 } 1695 }
1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 { 1697 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1699 wcmod = -1;
1700
1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1971 } 1702 }
1972 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
1973 { 1704 {
1974 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1979 { 1710 {
1980 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1982 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1983
1984 } 1714 }
1985 else 1715 else
1986 { 1716 {
1987 /* Simple case */ 1717 /* Simple case */
1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1989 } 1719 }
1720
1990 return ret; 1721 return ret;
1991} 1722}
1992
1993 1723
1994/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1995 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1996 */ 1726 */
1997void 1727void
1998fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1999{ 1729{
2000 object *item; 1730 object *item = op->contr->ranged_ob;
2001 1731
2002 if (!op->contr->ranges[range_misc]) 1732 if (!item)
2003 { 1733 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2005 return; 1735 return;
2006 } 1736 }
2007 1737
2008 item = op->contr->ranges[range_misc];
2009 if (!item->inv) 1738 if (!item->inv)
2010 { 1739 {
2011 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2012 return; 1741 return;
2013 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
2014 if (item->type == WAND) 1747 if (item->type == WAND)
2015 { 1748 {
2016 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
2017 { 1750 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
2020 return; 1754 return;
2021 } 1755 }
2022 } 1756 }
2023 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
2024 { 1758 {
2025 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026 { 1760 {
2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
2028 if (item->type == ROD) 1763 if (item->type == ROD)
2029 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2030 else 1765 else
2031 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
2032 return; 1768 return;
2033 } 1769 }
2034 } 1770 }
2035 1771
2036 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
2043 object *tmp; 1779 object *tmp;
2044 1780
2045 if (item->arch) 1781 if (item->arch)
2046 { 1782 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
2049 item->speed = 0; 1785 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1786 }
1787
2052 if ((tmp = is_player_inv (item))) 1788 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1790 }
2055 } 1791 }
2056 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1793 drain_rod_charge (item);
2059 }
2060 } 1794 }
2061} 1795}
2062 1796
2063/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
2064 */ 1798 */
2065void 1799bool
2066fire (object *op, int dir) 1800fire (object *op, int dir)
2067{ 1801{
2068 int spellcost = 0; 1802 int spellcost = 0;
2069 1803
2070 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
2071 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
2072 make_visible (op); 1806 make_visible (op);
2073 1807
2074 switch (op->contr->shoottype) 1808 player *pl = op->contr;
1809
1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
2075 { 1814 }
2076 case range_none:
2077 return;
2078 1815
2079 case range_bow: 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
2080 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
2081 return; 1833 break;
2082 1834
2083 case range_magic: /* Casting spells */ 1835 case SPELL:
2084 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2085 return; 1837 break;
2086 1838
2087 case range_misc: 1839 case BUILDER:
1840 apply_map_builder (op, dir);
1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1847 default:
2088 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
2089 return; 1849 break;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir);
2112 return;
2113 default:
2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2115 return;
2116 } 1850 }
2117}
2118 1851
2119 1852 return true;
1853}
2120 1854
2121/* find_key 1855/* find_key
2122 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
2123 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
2124 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
2126 * pl is the player, 1860 * pl is the player,
2127 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
2128 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
2129 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
2130 */ 1864 */
2131
2132object * 1865object *
2133find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
2134{ 1867{
2135 object *tmp, *key; 1868 object *tmp, *key;
2136 1869
2137 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
2138 if (container->inv == NULL) 1871 if (!container->inv)
2139 return NULL; 1872 return 0;
2140 1873
2141 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
2143 { 1876 {
2144 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
2145 break; 1878 break;
2146 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
2147 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
2148 */ 1881 */
2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150 break; 1883 break;
2151 } 1884 }
1885
2152 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
2153 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
2154 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
2155 * a key, return 1889 * a key, return
2156 */ 1890 */
2157 if (!tmp) 1891 if (!tmp)
2158 { 1892 {
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1894 {
2161 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
2162 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
2163 { 1897 {
2164 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
2165 return key; 1899 return key;
2166 } 1900 }
2167 } 1901 }
1902
2168 if (!tmp) 1903 if (!tmp)
2169 return NULL; 1904 return NULL;
2170 } 1905 }
1906
2171 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
2172 * see if we actually want to use it 1908 * see if we actually want to use it
2173 */ 1909 */
2174 if (pl != container) 1910 if (pl != container)
2175 { 1911 {
2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2198 return NULL; 1934 return NULL;
2199 } 1935 }
2200 } 1936 }
1937
2201 return tmp; 1938 return tmp;
2202} 1939}
2203 1940
2204/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2205 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2207 * 0 otherwise 1944 * 0 otherwise
2208 */ 1945 */
2209static int 1946static int
2210player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2211{ 1948{
2212
2213 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
2214 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
2215 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2216 */ 1952 */
2217 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2218 1954
2219 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2220 if (key) 1956 if (key)
2221 { 1957 {
2222 object *container = key->env; 1958 object *container = key->env;
2223 1959
2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2225 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2226 make_visible (op); 1961 make_visible (op);
1962
2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2229 if (door->type == DOOR) 1966 if (door->type == DOOR)
2230 {
2231 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2232 }
2233 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2234 { 1969 {
2235 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2236 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2237 } 1972 }
1973
2238 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2239 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2240 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2241 if (container != op) 1977 if (container != op)
2242 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2243 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2244 } 1981 }
2245 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2246 { 1983 {
2247 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2249 return 1; 1986 return 1;
2250 } 1987 }
1988
2251 return 0; 1989 return 0;
2252} 1990}
2253 1991
2254/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2255 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2259 */ 1997 */
2260 1998bool
2261void
2262move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2263{ 2000{
2264 object *tmp, *mon;
2265 sint16 nx, ny;
2266 int on_battleground; 2001 int on_battleground;
2267 maptile *m;
2268 2002
2269 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2271 2005
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2273 2016
2274 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2275 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2276 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2277 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2278 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2279 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2280 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2281 * move_ob uses. 2024 * move_ob uses.
2282 */ 2025 */
2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2026 maptile *m = op->map->xy_find (nx, ny);
2284 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 {
2287 m = get_map_from_coord (op->map, &nx, &ny);
2288 if (!m)
2289 return; /* Don't think this should happen */
2290 }
2291 else
2292 m = op->map;
2293 2027
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return;
2298 }
2299
2300 mon = NULL;
2301 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2302 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2303 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2304 * on the space 2031 * on the space
2305 */ 2032 */
2306 while (tmp != NULL) 2033 object *mon;
2307 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2308 if (tmp == op) 2035 {
2309 { 2036 if ((mon->flag [FLAG_ALIVE]
2310 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2311 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2312 }
2313
2314 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2315 {
2316 mon = tmp; 2039 && mon != op)
2317 break; 2040 break;
2318 } 2041 }
2319 2042
2320 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2321 mon = tmp;
2322
2323 tmp = tmp->above;
2324 }
2325
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2044 return false; /* into a wall */
2328 2045
2329 if (mon->head != NULL)
2330 mon = mon->head; 2046 mon = mon->head_ ();
2331 2047
2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2333 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2334 return; 2053 return true;
2054 }
2335 2055
2336 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2337 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2338 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2339 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2340 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2341 * and thus will not push them. 2061 * and thus will not push them.
2342 */ 2062 */
2343 2063
2344 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2345 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2346 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2347 */ 2067 */
2348 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2349#if COZY_SERVER
2350 &&
2351 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2353#else
2354 && mon->owner == op 2071 || mon->owner == op)
2355#endif
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2073 {
2358 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2359 if (op->contr->braced) 2075 if (op->contr->braced)
2360 return; 2076 return false;
2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2362 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2363 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2086 make_visible (op);
2087
2365 return; 2088 return true;
2366 } 2089 }
2090 else
2091 return false;
2092 }
2367 2093
2368 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2370 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2371 * attack them either. 2097 * attack them either.
2372 */ 2098 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2375#ifdef PROHIBIT_PLAYERKILL 2101 && ((op->contr->peaceful
2376 (op->contr->peaceful 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2377 || (mon->type == PLAYER 2103 && !on_battleground))
2378 && mon->contr-> 2104 {
2379 peaceful)) && 2105 if (op->speed_left > 0.f)
2380#else
2381 op->contr->peaceful &&
2382#endif
2383 !on_battleground))
2384 { 2106 {
2107 --op->speed_left;
2108
2385 if (!op->contr->braced) 2109 if (!op->contr->braced)
2386 { 2110 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2388 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2389 } 2113 }
2390 else 2114 else
2391 { 2115 op->statusmsg ("You withhold your attack");
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2116
2393 }
2394 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2118 make_visible (op);
2396 }
2397 2119
2120 return true;
2121 }
2122 }
2398 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2125 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2402 { 2129 {
2130 --op->speed_left;
2131
2403 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2405 make_visible (op); 2134 make_visible (op);
2406 }
2407 2135
2136 return true;
2137 }
2138 }
2408 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2144 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2147 {
2418 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2149 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2427 2151
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430
2431 skill_attack (mon, op, 0, NULL, NULL); 2152 skill_attack (mon, op, 0, 0, 0);
2432 2153
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL);
2444 mon->stats.luck = luck;
2445 }
2446 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2447 make_visible (op); 2155 make_visible (op);
2448 }
2449 } /* if player should attack something */
2450}
2451 2156
2452int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2453move_player (object *op, int dir) 2165move_player (object *op, int dir)
2454{ 2166{
2455 int pick; 2167 int pick;
2456 2168
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2170 return 0;
2459 2171
2460 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2462 { 2174 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2176 return 0;
2465 } 2177 }
2466 2178
2467 /* peterm: added following line */ 2179 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2470 2182
2471 op->facing = dir; 2183 op->facing = dir;
2472 2184
2473 if (op->hide) 2185 if (op->hide)
2474 do_hidden_move (op); 2186 do_hidden_move (op);
2475 2187
2188 bool retval;
2189
2476 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477 /*nop */ ; 2191 retval = RESULT_INT (0);
2478 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2479 fire (op, dir); 2193 retval = fire (op, dir);
2480 else 2194 else
2481 { 2195 {
2482 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2483 pick = check_pick (op); 2197 pick = check_pick (op);
2484 } 2198 }
2485 2199
2486 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing. 2201 * server can handle repeat firing.
2488 */ 2202 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2203 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2204 op->direction = dir;
2492 }
2493 else 2205 else
2494 {
2495 op->direction = 0; 2206 op->direction = 0;
2496 } 2207
2497 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2210 * for players.
2500 */ 2211 */
2501 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2502 return 0; 2213
2214 return retval;
2503} 2215}
2504 2216
2505/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2218 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2220 * the new speed values for commands.
2509 * 2221 *
2510 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2511 */ 2225 */
2512int 2226bool
2513handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2514{ 2228{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2230 {
2537 flee_player (op); 2231 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2232 {
2541 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2542 return 0; 2236 return true;
2543 } 2237 }
2238 else
2239 return false;
2544 } 2240 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2241
2554 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2244 * called, so we recheck it here.
2557 */ 2245 */
2558 op->contr->socket->handle_command (); 2246 if (op->contr->ns->handle_command ())
2559 if (op->speed_left < 0)
2560 return 0; 2247 return true;
2561 2248
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 {
2564 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--;
2566
2567 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff.
2570 */
2571 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2572 if (op->speed_left > 0)
2573 return 1;
2574 else
2575 return 0;
2576 }
2577 2251
2578 return 0; 2252 return false;
2579} 2253}
2580 2254
2581int 2255int
2582save_life (object *op) 2256save_life (object *op)
2583{ 2257{
2585 return 0; 2259 return 0;
2586 2260
2587 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2588 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2589 { 2263 {
2590 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2592 2266
2593 if (op->contr) 2267 if (op->contr)
2594 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2595 2269
2600 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2601 2275
2602 if (op->stats.food < 0) 2276 if (op->stats.food < 0)
2603 op->stats.food = 999; 2277 op->stats.food = 999;
2604 2278
2605 fix_player (op); 2279 op->update_stats ();
2606 return 1; 2280 return 1;
2607 } 2281 }
2608 2282
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2615/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2616 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2617 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2618 * from. 2292 * from.
2619 */ 2293 */
2620void 2294static void
2621remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2622{ 2296{
2623 object *next;
2624
2625 while (op) 2297 while (op)
2626 { 2298 {
2627 next = op->below; /* Make sure we have a good value, in case 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2628 * we remove object 'op' 2300
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2302 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2638 } 2307 }
2639 else if (op->inv) 2308 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2641 2310
2642 op = next; 2311 op = next;
2643 } 2312 }
2644} 2313}
2645 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2646 2321
2647/* 2322/*
2648 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2360 strcat (buf2, buf);
2686 2361
2687 return buf2; 2362 return buf2;
2688} 2363}
2689
2690
2691 2364
2692void 2365void
2693do_some_living (object *op) 2366do_some_living (object *op)
2694{ 2367{
2695 int last_food = op->stats.food; 2368 int last_food = op->stats.food;
2701 int rate_grace = 2000; 2374 int rate_grace = 2000;
2702 const int max_hp = 1; 2375 const int max_hp = 1;
2703 const int max_sp = 1; 2376 const int max_sp = 1;
2704 const int max_grace = 1; 2377 const int max_grace = 1;
2705 2378
2706 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2707 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2380 {
2381 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2388 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390 {
2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2396 }
2712 2397
2713 if (op->contr->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2714 { 2399 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2402 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2404 else
2721 { 2405 {
2722 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2408 }
2409
2725 if (op->contr->gen_sp >= 0) 2410 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2412 else
2728 { 2413 {
2729 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2416 }
2417
2732 if (op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2420 else
2735 { 2421 {
2736 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738 } 2424 }
2739 2425
2740 /* Regenerate Spell Points */
2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2742 {
2743 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2744 if (op->stats.sp < op->stats.maxsp)
2745 {
2746 op->stats.sp++;
2747 /* dms do not consume food */
2748 if (!QUERY_FLAG (op, FLAG_WIZ))
2749 {
2750 op->stats.food--;
2751 if (op->contr->digestion < 0)
2752 op->stats.food += op->contr->digestion;
2753 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754 op->stats.food = last_food;
2755 }
2756 }
2757 if (max_sp > 1)
2758 {
2759 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0)
2761 {
2762 if (op->stats.sp < op->stats.maxsp)
2763 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--;
2767 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp;
2769 }
2770 op->last_sp = 0;
2771 }
2772 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782
2783 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2785 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2786 { 2429 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2789 if (max_grace > 1) 2433 if (max_grace > 1)
2790 { 2434 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2436 if (over_grace > 0)
2793 { 2437 {
2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2806 } 2450 }
2807 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2808 } 2452 }
2809 2453
2454 if (op->stats.food > 0)
2455 {
2810 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2811 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2812 {
2813 if (op->stats.hp < op->stats.maxhp)
2814 { 2458 {
2815 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2816 /* dms do not consume food */ 2460
2817 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2818 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2819 op->stats.food--; 2468 op->stats.food--;
2469
2820 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2821 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2822 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2823 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2824 } 2475 }
2825 } 2476
2826 if (max_hp > 1) 2477 if (max_sp > 1)
2827 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0)
2830 { 2478 {
2831 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2832 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2833 } 2497 }
2834 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2835 { 2506 {
2836 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2837 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2838 } 2532 }
2839 else 2533 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 } 2535 }
2843 } 2536 }
2844 2537
2845 /* Digestion */ 2538 /* Digestion */
2846 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2847 { 2540 {
2848#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2851#else
2852 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2853#endif
2854 2543
2855 if (op->contr->gen_hp > 0)
2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2857 else 2545
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2859 /* dms do not consume food */ 2546 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2548 op->stats.food--;
2862 } 2549 }
2863 }
2864 2550
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2552 {
2867 object *tmp, *flesh = NULL; 2553 object *tmp, *flesh = 0;
2868 2554
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 { 2556 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 { 2558 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2876 manual_apply (op, tmp, 0); 2562 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2564 break;
2879 } 2565 }
2880 else if (tmp->type == FLESH) 2566 else if (tmp->type == FLESH)
2881 flesh = tmp; 2567 flesh = tmp;
2882 } /* End if paid for object */ 2568 } /* End if paid for object */
2883 } /* end of for loop */ 2569 } /* end of for loop */
2570
2884 /* If player is still starving, it means they don't have any food, so 2571 /* If player is still starving, it means they don't have any food, so
2885 * eat flesh instead. 2572 * eat flesh instead.
2886 */ 2573 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2575 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2891 } 2582 {
2892 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2893 2586
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2895 op->stats.food++, op->stats.hp--;
2896
2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2898 kill_player (op); 2588 kill_player (op);
2589 }
2899} 2590}
2900
2901
2902 2591
2903/* If the player should die (lack of hp, food, etc), we call this. 2592/* If the player should die (lack of hp, food, etc), we call this.
2904 * op is the player in jeopardy. If the player can not be saved (not 2593 * op is the player in jeopardy. If the player can not be saved (not
2905 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2595 * file.
2907 */ 2596 */
2908void 2597void
2909kill_player (object *op) 2598kill_player (object *op)
2910{ 2599{
2600 int x, y;
2911 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2912 int x, y;
2913
2914 //int i;
2915 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2916
2917 /* int z;
2918 int num_stats_lose;
2919 int lost_a_stat;
2920 int lose_this_stat;
2921 int this_stat; */
2922 int will_kill_again; 2603 int will_kill_again;
2923 archetype *at; 2604 archetype *at;
2924 object *tmp; 2605 object *tmp;
2925 2606
2926 if (save_life (op)) 2607 if (save_life (op))
2927 return; 2608 return;
2928
2929 2609
2930 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2931 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2932 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2933 */ 2613 */
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938 2618
2939 /* restore player */ 2619 /* restore player */
2940 at = archetype::find ("poisoning"); 2620 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2622 {
2944 tmp->destroy (); 2623 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2625 }
2947 2626
2948 at = archetype::find ("confusion"); 2627 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2629 {
2952 tmp->destroy (); 2630 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2632 }
2955 2633
2956 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2957 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2637 op->stats.food = 999;
2960 2638
2961 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2641 {
2965 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2966 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2967 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2968 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2970 tmp->msg = buf; 2647 );
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2973 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2651 }
2976 2652
2977 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2655 op->contr->braced = 0;
2983 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2984 2660
2985 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2986 2662
2987 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2988 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2668 /* save the map location for corpse, gravestone */
2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2672
2673 /* NOT_PERMADEATH code. This basically brings the character back to
2674 * life if they are dead - it takes some exp and a random stat.
2675 * See the config.h file for a little more in depth detail about this.
2676 */
2677
2678 /* Basically two ways to go - remove a stat permanently, or just
2679 * make it depletion. This bunch of code deals with that aspect
2680 * of death.
2681 */
2682#ifndef COZY_SERVER
2683 if (settings.balanced_stat_loss)
2684 {
2685 /* If stat loss is permanent, lose one stat only. */
2686 /* Lower level chars don't lose as many stats because they suffer
2687 more if they do. */
2688 /* Higher level characters can afford things such as potions of
2689 restoration, or better, stat potions. So we slug them that
2690 little bit harder. */
2691 /* GD */
2692 if (settings.stat_loss_on_death)
2693 num_stats_lose = 1;
2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2998 } 2696 }
2999 else 2697 else
3000 { 2698 num_stats_lose = 1;
3001 if (op->contr->explore) 2699
3002 { 2700 lost_a_stat = 0;
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2701
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2702 for (z = 0; z < num_stats_lose; z++)
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name);
3009 } 2703 {
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 i = RANDOM () % NUM_STATS;
3011 2705
3012 /* save the map location for corpse, gravestone */
3013 x = op->x;
3014 y = op->y;
3015 map = op->map;
3016
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * life if they are dead - it takes some exp and a random stat.
3022 * See the config.h file for a little more in depth detail about this.
3023 */
3024
3025 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect
3027 * of death.
3028 */
3029#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss)
3031 {
3032 /* If stat loss is permanent, lose one stat only. */
3033 /* Lower level chars don't lose as many stats because they suffer
3034 more if they do. */
3035 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */
3038 /* GD */
3039 if (settings.stat_loss_on_death) 2706 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2707 {
3041 else 2708 /* Pick a random stat and take a point off it. Tell the player
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2709 * what he lost.
2710 */
2711 change_attr_value (&(op->stats), i, -1);
2712 check_stat_bounds (&(op->stats));
2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2714 check_stat_bounds (&(op->contr->orig_stats));
2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2716 lost_a_stat = 1;
3043 } 2717 }
3044 else 2718 else
3045 { 2719 {
3046 num_stats_lose = 1; 2720 /* deplete a stat */
3047 } 2721 archetype *deparch = archetype::find ("depletion");
3048 lost_a_stat = 0; 2722 object *dep;
3049 2723
3050 for (z = 0; z < num_stats_lose; z++) 2724 dep = present_arch_in_ob (deparch, op);
3051 { 2725 if (!dep)
3052 i = RANDOM () % NUM_STATS;
3053
3054 if (settings.stat_loss_on_death)
3055 { 2726 {
3056 /* Pick a random stat and take a point off it. Tell the player 2727 dep = arch_to_object (deparch);
3057 * what he lost. 2728 insert_ob_in_ob (dep, op);
3058 */
3059 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 lost_a_stat = 1;
3065 } 2729 }
3066 else 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
3067 { 2732 {
3068 /* deplete a stat */ 2733 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2734 /* Get the stat that we're about to deplete. */
3070 object *dep; 2735 this_stat = get_attr_value (&(dep->stats), i);
3071 2736 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2737 {
3075 dep = arch_to_object (deparch); 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2739 int keep_chance = this_stat * this_stat;
3077 } 2740
3078 lose_this_stat = 1; 2741 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0) 2742 if (keep_chance < 1)
2743 keep_chance = 1;
2744
2745 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3085 { 2747 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2748 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2750 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2751 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2752 else
3120 if (this_stat >= -50)
3121 { 2753 {
3122 change_attr_value (&(dep->stats), i, -1); 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 lost_a_stat = 1; 2755 lose_this_stat = 0;
2756 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757 this_stat, keep_chance, loss_chance,
2758 lose_this_stat?"LOSE":"KEEP"); */
3127 } 2759 }
3128 } 2760 }
3129 } 2761 }
2762
2763 if (lose_this_stat)
2764 {
2765 this_stat = get_attr_value (&(dep->stats), i);
2766 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a
2770 * difference.
2771 */
2772 if (this_stat >= -50)
2773 {
2774 change_attr_value (&(dep->stats), i, -1);
2775 SET_FLAG (dep, FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats ();
2778 lost_a_stat = 1;
2779 }
3130 } 2780 }
2781 }
2782 }
3131 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2784 if (!lost_a_stat)
3133 { 2785 {
3134 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2787 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2788 const char *god = determine_god (op);
3137 2789
3138 if (god && (strcmp (god, "none"))) 2790 if (god && (strcmp (god, "none")))
3139 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3140 else 2792 else
3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3142 } 2794 }
3143#else 2795#else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3145#endif 2797#endif
3146 2798
3147 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2800 * exp loss on the stone.
3149 */ 2801 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2804 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2806 tmp->name_pl = buf;
3155 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); 2807 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);
3156 tmp->msg = buf; 2808 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2809 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2811
3160 /**************************************/ 2812 /**************************************/
3161 /* */ 2813 /* */
3162 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
3165 /* */ 2817 /* */
3166 /**************************************/ 2818 /**************************************/
3167 2819
3168 /* remove any poisoning and confusion the character may be suffering. */ 2820 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2821 /* restore player */
3170 at = archetype::find ("poisoning"); 2822 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2823 tmp = present_arch_in_ob (at, op);
3172 2824
3173 if (tmp) 2825 if (tmp)
3174 { 2826 {
3175 tmp->destroy (); 2827 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2829 }
3178 2830
3179 at = archetype::find ("confusion"); 2831 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2833 if (tmp)
3182 { 2834 {
3183 tmp->destroy (); 2835 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2837 }
3186 2838
3187 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
3188 2840
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
3192 op->stats.food = 900; 2844 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2848
3197 /* 2849 /*
3198 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
3199 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3200 * in the map. 2852 */
3201 */ 2853 op->drop_unpaid_items ();
3202 2854
3203 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op);
3205
3206 /****************************************/ 2855 /****************************************/
3207 /* */ 2856 /* */
3208 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3210 /* */ 2859 /* */
3211 /****************************************/ 2860 /****************************************/
3212 2861
3213 enter_player_savebed (op); 2862 enter_player_savebed (op);
3214 2863
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2864 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2865
3221 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2869 * on the space that might harm the player.
3225 */ 2870 */
3226 will_kill_again = 0; 2871 will_kill_again = 0;
3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3228 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3230 2875
3231 if (will_kill_again) 2876 if (will_kill_again)
3232 { 2877 {
3233 object *force; 2878 object *force;
3234 int at; 2879 int at;
3235 2880
3236 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2883 force->speed = 0.1f;
3239 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3240 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2888 force->resist[at] = 100;
3244 2889
3245 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3246 fix_player (op); 2891 op->update_stats ();
3247 2892
3248 } 2893 }
3249 2894
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2896}
3319
3320 2897
3321void 2898void
3322loot_object (object *op) 2899loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3325 2902
3326 if (op->container) 2903 op->close_container (); /* close open sack first */
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container);
3329 }
3330 2904
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3332 { 2906 {
3333 next = tmp->below; 2907 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3335 continue; 2910 continue;
2911
3336 tmp->remove (); 2912 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3338 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3340 loot_object (tmp); 2917
3341 }
3342 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3343 { 2919 {
3344 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3345 { 2921 {
3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3347 tmp2->destroy (); 2923 tmp2->destroy ();
3358/* 2934/*
3359 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3360 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3361 * was changed. 2937 * was changed.
3362 */ 2938 */
3363
3364void 2939void
3365fix_weight (void) 2940fix_weight (void)
3366{ 2941{
3367 player *pl; 2942 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 2943 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 2945
3373 if (old == sum) 2946 if (old == sum)
3374 continue; 2947 continue;
3375 fix_player (pl->ob); 2948 pl->ob->update_stats ();
3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3377 } 2950 }
3378} 2951}
3379 2952
3380void 2953void
3381fix_luck (void) 2954fix_luck (void)
3382{ 2955{
3383 player *pl; 2956 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 2958 pl->ob->change_luck (0);
3388} 2959}
3389
3390 2960
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3394 */ 2964 */
3395
3396void 2965void
3397cast_dust (object *op, object *throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3398{ 2967{
3399 object *skop, *spob; 2968 object *skop, *spob;
3400 2969
3429void 2998void
3430make_visible (object *op) 2999make_visible (object *op)
3431{ 3000{
3432 op->hide = 0; 3001 op->hide = 0;
3433 op->invisible = 0; 3002 op->invisible = 0;
3003
3434 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3435 { 3005 {
3436 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3437 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3438 } 3008 }
3009
3439 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3440} 3011}
3441 3012
3442int 3013int
3443is_true_undead (object *op) 3014is_true_undead (object *op)
3444{ 3015{
3445 object *tmp = NULL;
3446
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3448 return 1; 3017 return 1;
3449 3018
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3019 return 0;
3456} 3020}
3457 3021
3458/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 3024 * indicate greater hideability.
3461 */ 3025 */
3462
3463int 3026int
3464hideability (object *ob) 3027hideability (object *ob)
3465{ 3028{
3466 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3467 sint16 x, y; 3030 sint16 x, y;
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3068 */
3506
3507void 3069void
3508do_hidden_move (object *op) 3070do_hidden_move (object *op)
3509{ 3071{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3073 object *skop;
3515 3077
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3079
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3522 { 3083 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3085 make_visible (op);
3525 return; 3086 return;
3526 } 3087 }
3527 else 3088 else
3528 num += 20; 3089 num += 20;
3529 } 3090
3530 num += op->map->difficulty; 3091 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3093 num -= hide;
3094
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3096 {
3535 make_visible (op); 3097 make_visible (op);
3536 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3100 }
3539 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3103}
3544 3104
3545/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3546 3106
3547int 3107int
3574 if (mflags & P_OUT_OF_MAP) 3134 if (mflags & P_OUT_OF_MAP)
3575 continue; 3135 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue; 3137 continue;
3578 3138
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 { 3140 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1; 3142 return 1;
3583 else if (tmp->type == PLAYER) 3143 else if (tmp->type == PLAYER)
3584 { 3144 {
3595 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3596 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3597 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3603 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t. 3164 * -b.t.
3605 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3606 */ 3166 */
3607
3608int 3167int
3609player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3610{ 3169{
3611 rv_vector rv; 3170 rv_vector rv;
3612 int dx, dy; 3171 int dx, dy;
3614 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3615 { 3174 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3176 return -1;
3618 } 3177 }
3178
3619 if (!pl || !op) 3179 if (!pl || !op)
3620 return 0; 3180 return 0;
3621 3181
3622 if (op->head)
3623 {
3624 op = op->head; 3182 op = op->head_ ();
3625 } 3183
3626 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3627 3185
3628 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3187 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3631 * a blocked los square. 3189 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3633 */ 3191 */
3634 while (op) 3192 while (op)
3635 { 3193 {
3636 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3638 3196
3639 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3199 * for any meaningful values.
3642 */ 3200 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3204 return 1;
3205
3647 op = op->more; 3206 op = op->more;
3648 } 3207 }
3208
3649 return 0; 3209 return 0;
3650} 3210}
3651 3211
3652/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3656 * return 0. 3216 * return 0.
3657 */ 3217 */
3658int 3218int
3659action_makes_visible (object *op) 3219action_makes_visible (object *op)
3660{ 3220{
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 { 3222 {
3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665 return 0; 3224 return 0;
3666 3225
3672 { 3231 {
3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674 return 1; 3233 return 1;
3675 } 3234 }
3676 } 3235 }
3236
3677 return 0; 3237 return 0;
3678} 3238}
3679 3239
3680/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3686 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */ 3247 */
3688int 3248int
3689op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3690{ 3250{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3258 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3260 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3705 { 3265 {
3706 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 { 3268 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3712 { 3270 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3714 { 3272 {
3715 if (x != NULL && y != NULL) 3273 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3717 return 1; 3276 return 1;
3718 } 3277 }
3719 } 3278 }
3720 } 3279 }
3280
3721 if (x != NULL && y != NULL) 3281 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3723 return 1; 3284 return 1;
3724 } 3285 }
3725 } 3286 }
3726 } 3287 }
3288
3727 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3728 return 0; 3290 return 0;
3729} 3291}
3730 3292
3731/* 3293/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3310 int i = 0, j = 0;
3749 3311
3750 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3321
3760 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3761 return; 3323 return;
3762 3324
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3326
3765 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3766 { 3328 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3330 return;
3769 } 3331 }
3770 3332
3771 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3334 item = tr->item;
3773 3335
3774 if (item->type == SPELL) 3336 if (item->type == SPELL)
3775 { 3337 {
3776 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3777 return; 3339 return;
3836 { 3398 {
3837 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3400 object *skin;
3839 3401
3840 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3404 ;
3405
3842 if (skin == NULL) 3406 if (!skin)
3843 return; 3407 return;
3844 3408
3845 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3411 {
3892 * not readied. 3456 * not readied.
3893 */ 3457 */
3894void 3458void
3895player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3896{ 3460{
3897 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3898 3463
3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3900 { 3465 pl->combat_ob = 0;
3466
3901 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3902 { 3468 pl->ranged_ob = 0;
3903 pl->ranges[i] = NULL;
3904 if (pl->shoottype == i)
3905 {
3906 pl->shoottype = range_none;
3907 }
3908 }
3909 }
3910} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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