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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 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
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
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
307/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
308 * 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
309 * mode. 382 * mode.
310 */ 383 */
311 384player *
312int 385player::create ()
313add_player (client *ns)
314{ 386{
315 player *p = new player; 387 player *pl = new player;
316 388
317 p->socket = ns; 389 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 390
320 p->next = first_player; 391 pl->ob->roll_stats ();
321 first_player = p; 392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
322 394
323 p = get_player (p);
324
325 set_first_map (p->ob); 395 set_first_map (pl->ob);
326 396
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
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");
354 416
355 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
356 return at; 418 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 419 }
364} 420}
365 421
366object * 422object *
367get_nearest_player (object *mon) 423get_nearest_player (object *mon)
368{ 424{
369 object *op = NULL; 425 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 426 objectlink *ol;
372 unsigned lastdist; 427 unsigned lastdist;
373 rv_vector rv; 428 rv_vector rv;
374 429
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 431 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 433 continue;
405 434
406 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
407 { 436 {
408 op = ol->ob; 437 op = ol->ob;
409 lastdist = rv.distance; 438 lastdist = rv.distance;
410 } 439 }
411 } 440 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 441
413 { 442 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
418 { 445 {
419 op = pl->ob; 446 op = pl->ob;
420 lastdist = rv.distance; 447 lastdist = rv.distance;
421 } 448 }
422 } 449
423 }
424#if 0 450#if 0
425 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)");
426#endif 452#endif
427 return op; 453 return op;
428} 454}
446 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
447 * 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
448 * is probably not a good thing. 474 * is probably not a good thing.
449 */ 475 */
450#define MAX_SPACES 50 476#define MAX_SPACES 50
451
452 477
453/* 478/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * 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
456 * 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
487 x = mon->x; 512 x = mon->x;
488 y = mon->y; 513 y = mon->y;
489 m = mon->map; 514 m = mon->map;
490 dir = rv.direction; 515 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 520 if (diff > max)
495 return 0; 521 return 0;
522
496 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
497 { 524 {
498 lastx = x; 525 lastx = x;
499 lasty = y; 526 lasty = y;
500 lastmap = m; 527 lastmap = m;
582 max--; 609 max--;
583 lastdir = dir; 610 lastdir = dir;
584 if (!firstdir) 611 if (!firstdir)
585 firstdir = dir; 612 firstdir = dir;
586 } 613 }
614
587 if (diff <= 1) 615 if (diff <= 1)
588 { 616 {
589 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 618 * headed toward player for entire distance.
591 */ 619 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 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));
594 } 622 }
623
595 if (diff > max) 624 if (diff > max)
596 return 0; 625 return 0;
597 } 626 }
627
598 /* 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 */
599 if (!max) 629 if (!max)
600 return 0; 630 return 0;
601 631
602 return firstdir; 632 return firstdir;
695 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
696 link_player_skills (pl); 726 link_player_skills (pl);
697} 727}
698 728
699void 729void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 730get_party_password (object *op, partylist *party)
785{ 731{
786 if (party == NULL) 732 if (party == NULL)
787 { 733 {
788 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);
789 return; 735 return;
790 } 736 }
737
791 op->contr->write_buf[0] = '\0'; 738 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
794 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:");
795} 742}
796
797 743
798/* 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. */
799int 745static int
800roll_stat (void) 746roll_stat (void)
801{ 747{
802 int a[4], i, j, k; 748 int a[4], i, j, k;
803 749
804 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
806 752
807 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 754 if (a[i] < k)
809 k = a[i], j = i; 755 k = a[i], j = i;
810 756
811 for (i = 0, k = 0; i < 4; i++) 757 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 758 if (i != j)
814 k += a[i]; 759 k += a[i];
815 } 760
816 return k; 761 return k;
817} 762}
818 763
819void 764void
820roll_stats (object *op) 765object::roll_stats ()
821{ 766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
822 int sum = 0; 771 int sum = 0;
823 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
825 774
826 do 775 if (sum >= 82 && sum <= 116)
776 break;
827 { 777 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 778
839 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 781
848 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
849 do 783 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 784
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 785 stats.exp = 0;
884 op->stats.ac = 0; 786 stats.ac = 0;
885 787
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 788 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
895} 800}
896 801
897void 802void
898Roll_Again (object *op) 803object::swap_stats (int a, int b)
899{ 804{
900 esrv_new_player (op->contr, 0); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 806
905void 807 for (int i = 0; i < NUM_STATS; ++i)
906Swap_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)
907{ 834{
908 signed char tmp;
909 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
910 836
911 if (op->contr->Swap_First == -1) 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 841}
1026 842
1027/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
1031 * not the class. 847 * not the class.
1032 */ 848 */
1033 849void
1034int 850player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 851{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 854
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 856 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
1055 858
1056 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
1058 861
1059 op->contr->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
1060 863
1061 if (op->msg) 864 if (ob->msg)
1062 op->msg = NULL; 865 ob->msg = 0;
1063 866
1064 /* 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
1065 * to save here. 868 * to save here.
1066 */ 869 */
870 {
871 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
1069 875
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 876 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 879 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
1078 fix_player (op); 881 ob->update_stats ();
1079 882
1080 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1081 * is one for this race 884 * is one for this race
1082 */ 885 */
1083 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1084 { 887 {
1085 object *tmp; 888 object *tmp;
1086 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1087 890
1088 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);
1089 tmp = object::create (); 892 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
1093 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;
1094 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1095 * default initial map */ 898 * default initial map */
1096 tmp->destroy (); 899 tmp->destroy ();
1097 } 900 }
1098 else 901 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
1100 904
1101 return 0; 905void
1102 } 906player::chargen_race_next ()
1103 907{
1104 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1106 */ 910 */
1107 911
1108 tmp_loop = 0; 912 do
1109 while (!tmp_loop)
1110 { 913 {
1111 shstr name = op->name; 914 shstr name = ob->name;
1112 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
1113 916
1114 remove_statbonus (op); 917 ob->remove_statbonus ();
1115 op->remove (); 918 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
1118 op->instantiate (); 921 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
1121 op->x = x; 924 ob->x = x;
1122 op->y = y; 925 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 929 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 930 }
931 while (!allowed_class (ob));
1129 932
1130 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 935 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 938 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 939}
1192 940
1193void 941void
1194flee_player (object *op) 942flee_player (object *op)
1195{ 943{
1242 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 992 op->enemy = NULL;
1245} 993}
1246 994
1247
1248/* 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.
1249 * 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
1250 * stop. 997 * stop.
1251 */ 998 */
1252int 999int
1253check_pick (object *op) 1000check_pick (object *op)
1254{ 1001{
1255 object *tmp, *next; 1002 object *tmp, *next;
1256 int stop = 0; 1003 int stop = 0;
1257 int j, k, wvratio; 1004 int wvratio;
1258 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1259 1006
1260 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1262 return 1; 1009 return 1;
1263 1010
1331 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &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))));
1334 else 1081 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &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
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1086 }
1087
1368 /* philosophy: 1088 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1090 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1091 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1093 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1096 * convert to decimal and then 'pickup <#>
1443 pick_up (op, tmp); 1163 pick_up (op, tmp);
1444 continue; 1164 continue;
1445 } 1165 }
1446 1166
1447 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1169 {
1450 pick_up (op, tmp); 1170 pick_up (op, tmp);
1451 continue; 1171 continue;
1452 } 1172 }
1453 1173
1561 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1283 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1285 {
1566 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 &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1288 {
1569 pick_up (op, tmp); 1289 pick_up (op, tmp);
1570 continue; 1290 continue;
1571 } 1291 }
1572 } 1292 }
1573 1293
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1295 {
1576 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)
1577 { 1297 {
1578 pick_up (op, tmp); 1298 pick_up (op, tmp);
1579 continue; 1299 continue;
1580 } 1300 }
1581 } 1301 }
1606 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1607 { 1327 {
1608 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1609 } 1329 }
1610 else 1330 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1613 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))));
1614#endif 1334#endif
1615 continue; 1335 continue;
1616 } 1336 }
1627 * found object is returned. 1347 * found object is returned.
1628 */ 1348 */
1629object * 1349object *
1630find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1631{ 1351{
1632 object *tmp = NULL; 1352 object *tmp = 0;
1633 1353
1634 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1635 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))
1636 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1637 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1638 return op; 1358 return splay (op);
1359
1639 return tmp; 1360 return tmp;
1640} 1361}
1641 1362
1642/* 1363/*
1643 * 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
1644 * 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
1645 * 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
1646 * 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.
1647 */ 1368 */
1648
1649object * 1369object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1371{
1652 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1686 else 1406 else
1687 { 1407 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1409 {
1690 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 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)
1693 { 1413 {
1694 tmp = arrow; 1414 tmp = arrow;
1695 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;
1696 } 1416 }
1697 } 1417 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1419 {
1700 tmp = arrow; 1420 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1440 * op = the shooter
1721 * type = bow->race 1441 * type = bow->race
1722 * dir = fire direction 1442 * dir = fire direction
1723 */ 1443 */
1724
1725object * 1444object *
1726pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1727{ 1446{
1728 object *tmp = NULL; 1447 object *tmp = NULL;
1729 maptile *m; 1448 maptile *m;
1794 */ 1513 */
1795int 1514int
1796fire_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)
1797{ 1516{
1798 object *left, *bow; 1517 object *left, *bow;
1799 int bowspeed, mflags; 1518 int mflags;
1800 maptile *m; 1519 maptile *m;
1801 1520
1802 if (!dir) 1521 if (!dir)
1803 { 1522 {
1804 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!");
1805 return 0; 1524 return 0;
1806 } 1525 }
1807 1526
1808 if (op->type == PLAYER) 1527 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1810 else 1529 else
1811 { 1530 {
1812 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1813 /* 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
1814 * 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.
1819 if (!bow) 1538 if (!bow)
1820 { 1539 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1541 return 0;
1823 } 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
1824 } 1551 }
1825 1552
1826 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1827 { 1554 {
1828 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);
1829 return 0; 1556 return 0;
1830 } 1557 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1558
1841 if (arrow == NULL) 1559 if (arrow == NULL)
1842 { 1560 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1562 {
1845 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1846 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);
1847 /* 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 */
1848 else 1566 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1850 return 0; 1569 return 0;
1851 } 1570 }
1852 } 1571 }
1853 1572
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1595 return 0;
1877 } 1596 }
1878 1597
1879 arrow->set_owner (op); 1598 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1600 arrow->direction = dir;
1883 arrow->x = sx; 1601
1884 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;
1885 1634
1886 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1887 { 1636 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 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;
1921 } 1644 }
1922 else 1645 else
1923 { 1646 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1647 arrow->level = op->level;
1926 } 1648 arrow->stats.wc -= bow->magic;
1927 1649
1928 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1929 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1930 1655
1931 if (bow->slaying) 1656 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1658
1934 arrow->map = m; 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1662
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1664 m->insert (arrow, sx, sy, op);
1940 1665
1941 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1667 move_arrow (arrow);
1943 1668
1944 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1964{ 1689{
1965 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1966 1691
1967 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1968 { 1693 {
1969 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);
1970 } 1695 }
1971 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)
1972 { 1697 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1699 wcmod = -1;
1700
1975 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);
1976 } 1702 }
1977 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
1978 { 1704 {
1979 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);
1983 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1710 {
1985 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);
1986 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);
1987 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);
1988
1989 } 1714 }
1990 else 1715 else
1991 { 1716 {
1992 /* Simple case */ 1717 /* Simple case */
1993 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);
1994 } 1719 }
1720
1995 return ret; 1721 return ret;
1996} 1722}
1997
1998 1723
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
2001 */ 1726 */
2002void 1727void
2003fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
2004{ 1729{
2005 object *item; 1730 object *item = op->contr->ranged_ob;
2006 1731
2007 if (!op->contr->ranges[range_misc]) 1732 if (!item)
2008 { 1733 {
2009 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.");
2010 return; 1735 return;
2011 } 1736 }
2012 1737
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1738 if (!item->inv)
2015 { 1739 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1741 return;
2018 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
2019 if (item->type == WAND) 1747 if (item->type == WAND)
2020 { 1748 {
2021 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
2022 { 1750 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
2024 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
2025 return; 1754 return;
2026 } 1755 }
2027 } 1756 }
2028 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
2029 { 1758 {
2030 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))
2031 { 1760 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
2033 if (item->type == ROD) 1763 if (item->type == ROD)
2034 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));
2035 else 1765 else
2036 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
2037 return; 1768 return;
2038 } 1769 }
2039 } 1770 }
2040 1771
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1779 object *tmp;
2049 1780
2050 if (item->arch) 1781 if (item->arch)
2051 { 1782 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
2054 item->speed = 0; 1785 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1786 }
1787
2057 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1790 }
2060 } 1791 }
2061 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1793 drain_rod_charge (item);
2064 }
2065 } 1794 }
2066} 1795}
2067 1796
2068/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
2069 */ 1798 */
2070void 1799bool
2071fire (object *op, int dir) 1800fire (object *op, int dir)
2072{ 1801{
2073 int spellcost = 0; 1802 int spellcost = 0;
2074 1803
2075 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
2077 make_visible (op); 1806 make_visible (op);
2078 1807
2079 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;
2080 { 1814 }
2081 case range_none:
2082 return;
2083 1815
2084 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:
2085 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
2086 return; 1833 break;
2087 1834
2088 case range_magic: /* Casting spells */ 1835 case SPELL:
2089 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);
2090 return; 1837 break;
2091 1838
2092 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:
2093 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
2094 return; 1849 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1850 }
2122}
2123 1851
2124 1852 return true;
1853}
2125 1854
2126/* find_key 1855/* find_key
2127 * 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
2128 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1860 * pl is the player,
2132 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
2135 */ 1864 */
2136
2137object * 1865object *
2138find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
2139{ 1867{
2140 object *tmp, *key; 1868 object *tmp, *key;
2141 1869
2142 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1871 if (!container->inv)
2144 return NULL; 1872 return 0;
2145 1873
2146 /* 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 */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1876 {
2149 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1878 break;
2151 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
2153 */ 1881 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1883 break;
2156 } 1884 }
1885
2157 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
2158 /* 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.
2159 * 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
2160 * a key, return 1889 * a key, return
2161 */ 1890 */
2162 if (!tmp) 1891 if (!tmp)
2163 { 1892 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1894 {
2166 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1897 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
2170 return key; 1899 return key;
2171 } 1900 }
2172 } 1901 }
1902
2173 if (!tmp) 1903 if (!tmp)
2174 return NULL; 1904 return NULL;
2175 } 1905 }
1906
2176 /* 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,
2177 * see if we actually want to use it 1908 * see if we actually want to use it
2178 */ 1909 */
2179 if (pl != container) 1910 if (pl != container)
2180 { 1911 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "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));
2203 return NULL; 1934 return NULL;
2204 } 1935 }
2205 } 1936 }
1937
2206 return tmp; 1938 return tmp;
2207} 1939}
2208 1940
2209/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1944 * 0 otherwise
2213 */ 1945 */
2214static int 1946static int
2215player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2216{ 1948{
2217 /* 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,
2218 * 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 -
2219 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2220 */ 1952 */
2221 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2222 1954
2223 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2224 if (key) 1956 if (key)
2225 { 1957 {
2226 object *container = key->env; 1958 object *container = key->env;
2227 1959
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2230 make_visible (op); 1961 make_visible (op);
1962
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2233 if (door->type == DOOR) 1966 if (door->type == DOOR)
2234 {
2235 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 */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2238 { 1969 {
2239 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);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1972 }
1973
2242 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2245 if (container != op) 1977 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2247 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2248 } 1981 }
2249 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2250 { 1983 {
2251 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2252 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...");
2253 return 1; 1986 return 1;
2254 } 1987 }
1988
2255 return 0; 1989 return 0;
2256} 1990}
2257 1991
2258/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2263 */ 1997 */
2264void 1998bool
2265move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2266{ 2000{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2001 int on_battleground;
2270 maptile *m;
2271 2002
2272 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2274 2005
2275 on_battleground = op_on_battleground (op, 0, 0); 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 }
2276 2016
2277 /* 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
2278 * 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
2279 * 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
2280 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2281 * 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
2282 * 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
2283 * 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
2284 * move_ob uses. 2024 * move_ob uses.
2285 */ 2025 */
2286 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);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2027
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
2304 /* 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
2305 * 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.
2306 * 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
2307 * on the space 2031 * on the space
2308 */ 2032 */
2309 while (tmp) 2033 object *mon;
2310 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2035 {
2312 { 2036 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2314 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2039 && mon != op)
2320 break; 2040 break;
2321 } 2041 }
2322 2042
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2044 return false; /* into a wall */
2331 2045
2332 if (mon->head)
2333 mon = mon->head; 2046 mon = mon->head_ ();
2334 2047
2335 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)
2336 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2337 return; 2053 return true;
2054 }
2338 2055
2339 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2061 * and thus will not push them.
2345 */ 2062 */
2346 2063
2347 /* 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
2348 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2350 */ 2067 */
2351 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2071 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2073 {
2361 /* 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 */
2362 if (op->contr->braced) 2075 if (op->contr->braced)
2363 return; 2076 return false;
2364 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"));
2365 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2366 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2086 make_visible (op);
2087
2368 return; 2088 return true;
2369 } 2089 }
2090 else
2091 return false;
2092 }
2370 2093
2371 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2373 * 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
2374 * attack them either. 2097 * attack them either.
2375 */ 2098 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2377 (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))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2101 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2387 { 2106 {
2107 --op->speed_left;
2108
2388 if (!op->contr->braced) 2109 if (!op->contr->braced)
2389 { 2110 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2392 } 2113 }
2393 else 2114 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2395 2116
2396 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2118 make_visible (op);
2398 }
2399 2119
2120 return true;
2121 }
2122 }
2400 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2401 * 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.
2402 */ 2125 */
2403 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)
2404 { 2129 {
2130 --op->speed_left;
2131
2405 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2407 make_visible (op); 2134 make_visible (op);
2408 }
2409 2135
2136 return true;
2137 }
2138 }
2410 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2411 * 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
2412 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2413 * 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
2414 * 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.
2415 */ 2144 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((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)))
2419 { 2147 {
2420 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2149 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2151
2433 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2153
2449 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2450 make_visible (op); 2155 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2156
2455int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2456move_player (object *op, int dir) 2165move_player (object *op, int dir)
2457{ 2166{
2458 int pick; 2167 int pick;
2459 2168
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2170 return 0;
2462 2171
2463 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2465 { 2174 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2176 return 0;
2468 } 2177 }
2469 2178
2470 /* peterm: added following line */ 2179 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2182
2474 op->facing = dir; 2183 op->facing = dir;
2475 2184
2476 if (op->hide) 2185 if (op->hide)
2477 do_hidden_move (op); 2186 do_hidden_move (op);
2478 2187
2188 bool retval;
2189
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2191 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2482 fire (op, dir); 2193 retval = fire (op, dir);
2483 else 2194 else
2484 { 2195 {
2485 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2197 pick = check_pick (op);
2487 } 2198 }
2488 2199
2489 /* 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
2490 * server can handle repeat firing. 2201 * server can handle repeat firing.
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 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2246 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2247 return true;
2564 2248
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2251
2581 return 0; 2252 return false;
2582} 2253}
2583 2254
2584int 2255int
2585save_life (object *op) 2256save_life (object *op)
2586{ 2257{
2588 return 0; 2259 return 0;
2589 2260
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2263 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2594 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));
2595 2266
2596 if (op->contr) 2267 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2598 2269
2603 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2604 2275
2605 if (op->stats.food < 0) 2276 if (op->stats.food < 0)
2606 op->stats.food = 999; 2277 op->stats.food = 999;
2607 2278
2608 fix_player (op); 2279 op->update_stats ();
2609 return 1; 2280 return 1;
2610 } 2281 }
2611 2282
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618/* 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
2619 * 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
2620 * 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
2621 * from. 2292 * from.
2622 */ 2293 */
2623void 2294static void
2624remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2625{ 2296{
2626 object *next;
2627
2628 while (op) 2297 while (op)
2629 { 2298 {
2630 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' */
2631 * we remove object 'op' 2300
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2302 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2641 } 2307 }
2642 else if (op->inv) 2308 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2644 2310
2645 op = next; 2311 op = next;
2646 } 2312 }
2647} 2313}
2648 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2649 2321
2650/* 2322/*
2651 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2360 strcat (buf2, buf);
2689 2361
2690 return buf2; 2362 return buf2;
2691} 2363}
2692
2693
2694 2364
2695void 2365void
2696do_some_living (object *op) 2366do_some_living (object *op)
2697{ 2367{
2698 int last_food = op->stats.food; 2368 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2374 int rate_grace = 2000;
2705 const int max_hp = 1; 2375 const int max_hp = 1;
2706 const int max_sp = 1; 2376 const int max_sp = 1;
2707 const int max_grace = 1; 2377 const int max_grace = 1;
2708 2378
2709 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 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 }
2715 2397
2716 if (op->contr->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2717 { 2399 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2402 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2404 else
2724 { 2405 {
2725 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2408 }
2409
2728 if (op->contr->gen_sp >= 0) 2410 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2412 else
2731 { 2413 {
2732 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2416 }
2417
2735 if (op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2420 else
2738 { 2421 {
2739 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2424 }
2742 2425
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2787 /* 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. */
2788 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2789 { 2429 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2792 if (max_grace > 1) 2433 if (max_grace > 1)
2793 { 2434 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2436 if (over_grace > 0)
2796 { 2437 {
2808 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);
2809 } 2450 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2811 } 2452 }
2812 2453
2454 if (op->stats.food > 0)
2455 {
2813 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2458 {
2818 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2460
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2821 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2822 op->stats.food--; 2468 op->stats.food--;
2469
2823 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2825 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))
2826 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2827 } 2475 }
2828 } 2476
2829 if (max_hp > 1) 2477 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2478 {
2834 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
2835 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);
2836 } 2497 }
2837 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)
2838 { 2506 {
2839 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 }
2840 } 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);
2841 } 2532 }
2842 else 2533 else
2843 {
2844 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);
2845 } 2535 }
2846 } 2536 }
2847 2537
2848 /* Digestion */ 2538 /* Digestion */
2849 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2850 { 2540 {
2851#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2543
2858 if (op->contr->gen_hp > 0)
2859 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);
2860 else 2545
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2546 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2548 op->stats.food--;
2865 } 2549 }
2866 }
2867 2550
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2552 {
2870 object *tmp, *flesh = NULL; 2553 object *tmp, *flesh = 0;
2871 2554
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2556 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2558 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2878 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.");
2879 manual_apply (op, tmp, 0); 2562 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2564 break;
2882 } 2565 }
2883 else if (tmp->type == FLESH) 2566 else if (tmp->type == FLESH)
2884 flesh = tmp; 2567 flesh = tmp;
2885 } /* End if paid for object */ 2568 } /* End if paid for object */
2886 } /* end of for loop */ 2569 } /* end of for loop */
2570
2887 /* 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
2888 * eat flesh instead. 2572 * eat flesh instead.
2889 */ 2573 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2575 {
2892 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.");
2893 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2894 } 2582 {
2895 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2896 2586
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 op->stats.food++, op->stats.hp--;
2899
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901 kill_player (op); 2588 kill_player (op);
2589 }
2902} 2590}
2903
2904
2905 2591
2906/* 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.
2907 * 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
2908 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2595 * file.
2910 */ 2596 */
2911void 2597void
2912kill_player (object *op) 2598kill_player (object *op)
2913{ 2599{
2600 int x, y;
2914 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2603 int will_kill_again;
2926 archetype *at; 2604 archetype *at;
2927 object *tmp; 2605 object *tmp;
2928 2606
2929 if (save_life (op)) 2607 if (save_life (op))
2930 return; 2608 return;
2931
2932 2609
2933 /* 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
2934 * 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.
2935 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2613 */
2939 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!");
2940 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...");
2941 2618
2942 /* restore player */ 2619 /* restore player */
2943 at = archetype::find ("poisoning"); 2620 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2622 {
2947 tmp->destroy (); 2623 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2625 }
2950 2626
2951 at = archetype::find ("confusion"); 2627 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2629 {
2955 tmp->destroy (); 2630 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2632 }
2958 2633
2959 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2637 op->stats.food = 999;
2963 2638
2964 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2641 {
2968 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2971 " 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",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2973 tmp->msg = buf; 2647 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2651 }
2979 2652
2980 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2655 op->contr->braced = 0;
2986 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2987 2660
2988 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2989 2662
2990 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name);
3000 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;
3001 } 2696 }
3002 else 2697 else
3003 { 2698 num_stats_lose = 1;
3004 if (op->contr->explore) 2699
3005 { 2700 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2701
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2702 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2703 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 i = RANDOM () % NUM_STATS;
3014 2705
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2706 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2707 {
3044 else 2708 /* Pick a random stat and take a point off it. Tell the player
3045 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;
3046 } 2717 }
3047 else 2718 else
3048 { 2719 {
3049 num_stats_lose = 1; 2720 /* deplete a stat */
3050 } 2721 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2722 object *dep;
3052 2723
3053 for (z = 0; z < num_stats_lose; z++) 2724 dep = present_arch_in_ob (deparch, op);
3054 { 2725 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2726 {
3059 /* Pick a random stat and take a point off it. Tell the player 2727 dep = arch_to_object (deparch);
3060 * what he lost. 2728 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2729 }
3069 else 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
3070 { 2732 {
3071 /* deplete a stat */ 2733 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2734 /* Get the stat that we're about to deplete. */
3073 object *dep; 2735 this_stat = get_attr_value (&(dep->stats), i);
3074 2736 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2737 {
3078 dep = arch_to_object (deparch); 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2739 int keep_chance = this_stat * this_stat;
3080 } 2740
3081 lose_this_stat = 1; 2741 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 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)
3088 { 2747 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2748 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2750 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2751 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2752 else
3123 if (this_stat >= -50)
3124 { 2753 {
3125 change_attr_value (&(dep->stats), i, -1); 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 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"); */
3130 } 2759 }
3131 } 2760 }
3132 } 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 }
3133 } 2780 }
2781 }
2782 }
3134 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2784 if (!lost_a_stat)
3136 { 2785 {
3137 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2787 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2788 const char *god = determine_god (op);
3140 2789
3141 if (god && (strcmp (god, "none"))) 2790 if (god && (strcmp (god, "none")))
3142 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);
3143 else 2792 else
3144 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.");
3145 } 2794 }
3146#else 2795#else
3147 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.");
3148#endif 2797#endif
3149 2798
3150 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2800 * exp loss on the stone.
3152 */ 2801 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2804 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2806 tmp->name_pl = buf;
3158 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);
3159 tmp->msg = buf; 2808 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2809 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2811
3163 /**************************************/ 2812 /**************************************/
3164 /* */ 2813 /* */
3165 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
3168 /* */ 2817 /* */
3169 /**************************************/ 2818 /**************************************/
3170 2819
3171 /* remove any poisoning and confusion the character may be suffering. */ 2820 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2821 /* restore player */
3173 at = archetype::find ("poisoning"); 2822 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2823 tmp = present_arch_in_ob (at, op);
3175 2824
3176 if (tmp) 2825 if (tmp)
3177 { 2826 {
3178 tmp->destroy (); 2827 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2829 }
3181 2830
3182 at = archetype::find ("confusion"); 2831 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2833 if (tmp)
3185 { 2834 {
3186 tmp->destroy (); 2835 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2837 }
3189 2838
3190 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
3191 2840
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
3195 op->stats.food = 900; 2844 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2848
3200 /* 2849 /*
3201 * 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
3202 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3203 * in the map. 2852 */
3204 */ 2853 op->drop_unpaid_items ();
3205 2854
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2855 /****************************************/
3210 /* */ 2856 /* */
3211 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3213 /* */ 2859 /* */
3214 /****************************************/ 2860 /****************************************/
3215 2861
3216 enter_player_savebed (op); 2862 enter_player_savebed (op);
3217 2863
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2864 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2865
3224 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2869 * on the space that might harm the player.
3228 */ 2870 */
3229 will_kill_again = 0; 2871 will_kill_again = 0;
3230 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)
3231 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3233 2875
3234 if (will_kill_again) 2876 if (will_kill_again)
3235 { 2877 {
3236 object *force; 2878 object *force;
3237 int at; 2879 int at;
3238 2880
3239 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2883 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2888 force->resist[at] = 100;
3247 2889
3248 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3249 fix_player (op); 2891 op->update_stats ();
3250 2892
3251 } 2893 }
3252 2894
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2896}
3322
3323 2897
3324void 2898void
3325loot_object (object *op) 2899loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3328 2902
3329 if (op->container) 2903 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2904
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3335 { 2906 {
3336 next = tmp->below; 2907 next = tmp->below;
2908
3337 if (tmp->invisible) 2909 if (tmp->invisible)
3338 continue; 2910 continue;
2911
3339 tmp->remove (); 2912 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3341 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2917
3344 }
3345 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))))
3346 { 2919 {
3347 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3348 { 2921 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2923 tmp2->destroy ();
3361/* 2934/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3363 * 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
3364 * was changed. 2937 * was changed.
3365 */ 2938 */
3366
3367void 2939void
3368fix_weight (void) 2940fix_weight (void)
3369{ 2941{
3370 player *pl; 2942 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2943 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2945
3376 if (old == sum) 2946 if (old == sum)
3377 continue; 2947 continue;
3378 fix_player (pl->ob); 2948 pl->ob->update_stats ();
3379 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);
3380 } 2950 }
3381} 2951}
3382 2952
3383void 2953void
3384fix_luck (void) 2954fix_luck (void)
3385{ 2955{
3386 player *pl; 2956 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2958 pl->ob->change_luck (0);
3391} 2959}
3392
3393 2960
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3397 */ 2964 */
3398
3399void 2965void
3400cast_dust (object *op, object *throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3401{ 2967{
3402 object *skop, *spob; 2968 object *skop, *spob;
3403 2969
3432void 2998void
3433make_visible (object *op) 2999make_visible (object *op)
3434{ 3000{
3435 op->hide = 0; 3001 op->hide = 0;
3436 op->invisible = 0; 3002 op->invisible = 0;
3003
3437 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3438 { 3005 {
3439 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3441 } 3008 }
3009
3442 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3443} 3011}
3444 3012
3445int 3013int
3446is_true_undead (object *op) 3014is_true_undead (object *op)
3447{ 3015{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3017 return 1;
3452 3018
3453 return 0; 3019 return 0;
3454} 3020}
3455 3021
3456/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3024 * indicate greater hideability.
3459 */ 3025 */
3460
3461int 3026int
3462hideability (object *ob) 3027hideability (object *ob)
3463{ 3028{
3464 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3465 sint16 x, y; 3030 sint16 x, y;
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3068 */
3504
3505void 3069void
3506do_hidden_move (object *op) 3070do_hidden_move (object *op)
3507{ 3071{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3073 object *skop;
3513 3077
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3079
3516 /* 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! */
3517 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3520 { 3083 {
3521 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!");
3522 make_visible (op); 3085 make_visible (op);
3523 return; 3086 return;
3524 } 3087 }
3525 else 3088 else
3526 num += 20; 3089 num += 20;
3527 } 3090
3528 num += op->map->difficulty; 3091 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3093 num -= hide;
3094
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3096 {
3533 make_visible (op); 3097 make_visible (op);
3534 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3535 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!");
3536 } 3100 }
3537 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3538 {
3539 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);
3540 }
3541} 3103}
3542 3104
3543/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3544 3106
3545int 3107int
3593 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3594 * 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
3595 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3601 * 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.
3602 * -b.t. 3164 * -b.t.
3603 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3604 */ 3166 */
3605
3606int 3167int
3607player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3608{ 3169{
3609 rv_vector rv; 3170 rv_vector rv;
3610 int dx, dy; 3171 int dx, dy;
3612 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3613 { 3174 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3176 return -1;
3616 } 3177 }
3178
3617 if (!pl || !op) 3179 if (!pl || !op)
3618 return 0; 3180 return 0;
3619 3181
3620 if (op->head)
3621 {
3622 op = op->head; 3182 op = op->head_ ();
3623 } 3183
3624 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3625 3185
3626 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3187 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3629 * a blocked los square. 3189 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3631 */ 3191 */
3632 while (op) 3192 while (op)
3633 { 3193 {
3634 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3636 3196
3637 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3638 * 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
3639 * for any meaningful values. 3199 * for any meaningful values.
3640 */ 3200 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !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)])
3644 return 1; 3204 return 1;
3205
3645 op = op->more; 3206 op = op->more;
3646 } 3207 }
3208
3647 return 0; 3209 return 0;
3648} 3210}
3649 3211
3650/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3216 * return 0.
3655 */ 3217 */
3656int 3218int
3657action_makes_visible (object *op) 3219action_makes_visible (object *op)
3658{ 3220{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3222 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3224 return 0;
3664 3225
3670 { 3231 {
3671 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");
3672 return 1; 3233 return 1;
3673 } 3234 }
3674 } 3235 }
3236
3675 return 0; 3237 return 0;
3676} 3238}
3677 3239
3678/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3684 * 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
3685 */ 3247 */
3686int 3248int
3687op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3688{ 3250{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3692 * 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),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3258 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3260 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 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))
3703 { 3265 {
3704 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3705 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))
3706 { 3268 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3270 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3272 {
3713 if (x != NULL && y != NULL) 3273 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3715 return 1; 3276 return 1;
3716 } 3277 }
3717 } 3278 }
3718 } 3279 }
3280
3719 if (x != NULL && y != NULL) 3281 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3721 return 1; 3284 return 1;
3722 } 3285 }
3723 } 3286 }
3724 } 3287 }
3288
3725 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3726 return 0; 3290 return 0;
3727} 3291}
3728 3292
3729/* 3293/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3310 int i = 0, j = 0;
3747 3311
3748 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3321
3758 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3759 return; 3323 return;
3760 3324
3761 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++);
3762 3326
3763 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3764 { 3328 {
3765 /* 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]); */
3766 return; 3330 return;
3767 } 3331 }
3768 3332
3769 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3334 item = tr->item;
3771 3335
3772 if (item->type == SPELL) 3336 if (item->type == SPELL)
3773 { 3337 {
3774 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3775 return; 3339 return;
3834 { 3398 {
3835 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3400 object *skin;
3837 3401
3838 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3839 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
3840 if (skin == NULL) 3406 if (!skin)
3841 return; 3407 return;
3842 3408
3843 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3411 {
3890 * not readied. 3456 * not readied.
3891 */ 3457 */
3892void 3458void
3893player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3894{ 3460{
3895 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3896 3463
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3898 { 3465 pl->combat_ob = 0;
3466
3899 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3900 { 3468 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 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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