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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
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->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
321/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
323 * mode. 381 * mode.
324 */ 382 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
330 387
331 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 389
335 if (p->socket.faces_sent == NULL) 390 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
337 393
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 394 set_first_map (pl->ob);
345 395
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 396 return pl;
354} 397}
355 398
356/* 399/*
357 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
360 */ 403 */
361archetype * 404archetype *
362get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
363{ 406{
364 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 408
366 for (;;) 409 for (;;)
367 { 410 {
368 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
369 at = first_archetype; 412 i = archetypes.begin ();
370 else 413 else if (*i == at)
371 at = at->next; 414 cleanup ("not a single player archetype found");
415
372 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
373 return at; 417 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 418 }
380} 419}
381
382 420
383object * 421object *
384get_nearest_player (object *mon) 422get_nearest_player (object *mon)
385{ 423{
386 object *op = NULL; 424 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 425 objectlink *ol;
389 unsigned lastdist; 426 unsigned lastdist;
390 rv_vector rv; 427 rv_vector rv;
391 428
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 430 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 432 continue;
422 433
423 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
424 { 435 {
425 op = ol->ob; 436 op = ol->ob;
426 lastdist = rv.distance; 437 lastdist = rv.distance;
427 } 438 }
428 } 439 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 440
430 { 441 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
435 { 444 {
436 op = pl->ob; 445 op = pl->ob;
437 lastdist = rv.distance; 446 lastdist = rv.distance;
438 } 447 }
439 } 448
440 }
441#if 0 449#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 451#endif
444 return op; 452 return op;
445} 453}
463 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 473 * is probably not a good thing.
466 */ 474 */
467#define MAX_SPACES 50 475#define MAX_SPACES 50
468
469 476
470/* 477/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 511 x = mon->x;
505 y = mon->y; 512 y = mon->y;
506 m = mon->map; 513 m = mon->map;
507 dir = rv.direction; 514 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
510 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 519 if (diff > max)
512 return 0; 520 return 0;
521
513 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
514 { 523 {
515 lastx = x; 524 lastx = x;
516 lasty = y; 525 lasty = y;
517 lastmap = m; 526 lastmap = m;
599 max--; 608 max--;
600 lastdir = dir; 609 lastdir = dir;
601 if (!firstdir) 610 if (!firstdir)
602 firstdir = dir; 611 firstdir = dir;
603 } 612 }
613
604 if (diff <= 1) 614 if (diff <= 1)
605 { 615 {
606 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 617 * headed toward player for entire distance.
608 */ 618 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 621 }
622
612 if (diff > max) 623 if (diff > max)
613 return 0; 624 return 0;
614 } 625 }
626
615 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
616 if (!max) 628 if (!max)
617 return 0; 629 return 0;
618 630
619 return firstdir; 631 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 662 {
651 remove_ob (op); 663 op->destroy ();
652 free_object (op);
653 continue; 664 continue;
654 } 665 }
655 } 666 }
656 667
657 /* This really needs to be better - we should really give 668 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 679 if (tmp->type == op->type && tmp->name == op->name)
669 break; 680 break;
670 681
671 if (tmp) 682 if (tmp)
672 { 683 {
673 remove_ob (op); 684 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 686 continue;
677 } 687 }
688
678 if (op->nrof > 1) 689 if (op->nrof > 1)
679 op->nrof = 1; 690 op->nrof = 1;
680 } 691 }
681 692
682 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 707 }
697 if (op->type == SPELL) 708 if (op->type == SPELL)
698 { 709 {
699 remove_ob (op); 710 op->destroy ();
700 free_object (op);
701 continue; 711 continue;
702 } 712 }
703 else if (op->type == SKILL) 713 else if (op->type == SKILL)
704 { 714 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
715 link_player_skills (pl); 725 link_player_skills (pl);
716} 726}
717 727
718void 728void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
803{ 730{
804 if (party == NULL) 731 if (party == NULL)
805 { 732 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 734 return;
808 } 735 }
736
809 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 741}
814
815 742
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 744static int
818roll_stat (void) 745roll_stat (void)
819{ 746{
820 int a[4], i, j, k; 747 int a[4], i, j, k;
821 748
822 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
824 751
825 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 753 if (a[i] < k)
827 k = a[i], j = i; 754 k = a[i], j = i;
828 755
829 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 757 if (i != j)
832 k += a[i]; 758 k += a[i];
833 } 759
834 return k; 760 return k;
835} 761}
836 762
837void 763void
838roll_stats (object *op) 764object::roll_stats ()
839{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
840 int sum = 0; 770 int sum = 0;
841 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
843 773
844 do 774 if (sum >= 82 && sum <= 116)
775 break;
845 { 776 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 777
857 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 780
866 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
867 do 782 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 783
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 784 stats.exp = 0;
902 op->stats.ac = 0; 785 stats.ac = 0;
903 786
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
912 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
913} 799}
914 800
915void 801void
916Roll_Again (object *op) 802object::swap_stats (int a, int b)
917{ 803{
918 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 805
923void 806 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
925{ 833{
926 signed char tmp;
927 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
928 835
929 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 840}
1044 841
1045/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1049 * not the class. 846 * not the class.
1050 */ 847 */
1051 848void
1052int 849player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 850{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
1071 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1073 860
1074 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1075 862
1076 if (op->msg) 863 if (ob->msg)
1077 op->msg = NULL; 864 ob->msg = 0;
1078 865
1079 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1080 * to save here. 867 * to save here.
1081 */ 868 */
869 {
870 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1084 874
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 875 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 878 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1093 fix_player (op); 880 ob->update_stats ();
1094 881
1095 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1096 * is one for this race 883 * is one for this race
1097 */ 884 */
1098 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1099 { 886 {
1100 object *tmp; 887 object *tmp;
1101 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1102 889
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 891 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1110 * default initial map */ 897 * default initial map */
1111 free_object (tmp); 898 tmp->destroy ();
1112 } 899 }
1113 else 900 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 902}
1117 return 0;
1118 }
1119 903
904void
905player::chargen_race_next ()
906{
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1122 */ 909 */
1123 910
1124 tmp_loop = 0; 911 do
1125 while (!tmp_loop)
1126 { 912 {
1127 shstr name = op->name; 913 shstr name = ob->name;
1128 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1129 915
1130 remove_statbonus (op); 916 ob->remove_statbonus ();
1131 remove_ob (op); 917 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 919 ob->arch->copy_to (ob);
1134 op->instantiate (); 920 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1137 op->x = x; 923 ob->x = x;
1138 op->y = y; 924 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 928 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 929 }
930 while (!allowed_class (ob));
1145 931
1146 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 934 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 937 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 938}
1208 939
1209void 940void
1210flee_player (object *op) 941flee_player (object *op)
1211{ 942{
1241 { 972 {
1242 op->enemy = NULL; 973 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 975 return;
1245 } 976 }
977
1246 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1247 979
1248 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1250 { 982 {
1251 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1252 984
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 986 return;
1256 }
1257 } 987 }
988
1258 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 991 op->enemy = NULL;
1261} 992}
1262 993
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 996 * stop.
1267 */ 997 */
1268int 998int
1269check_pick (object *op) 999check_pick (object *op)
1270{ 1000{
1271 object *tmp, *next; 1001 object *tmp, *next;
1272 int stop = 0; 1002 int stop = 0;
1273 int j, k, wvratio; 1003 int wvratio;
1274 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1275 1005
1276 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1278 return 1; 1008 return 1;
1279 1009
1347 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1080 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1085 }
1086
1384 /* philosophy: 1087 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1092 * example.
1390 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1129 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1130 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1131 if (tmp->type == FOOD)
1429 { 1132 {
1430 pick_up (op, tmp); 1133 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1134 continue;
1434 } 1135 }
1136
1435 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1139 {
1438 pick_up (op, tmp); 1140 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1141 continue;
1442 } 1142 }
1443 1143
1444 if (op->contr->mode & PU_POTION) 1144 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1145 if (tmp->type == POTION)
1446 { 1146 {
1447 pick_up (op, tmp); 1147 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1148 continue;
1451 } 1149 }
1452 1150
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1151 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1152 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1153 if (tmp->type == SPELLBOOK)
1456 { 1154 {
1457 pick_up (op, tmp); 1155 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1156 continue;
1461 } 1157 }
1158
1462 if (op->contr->mode & PU_SKILLSCROLL) 1159 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1160 if (tmp->type == SKILLSCROLL)
1464 { 1161 {
1465 pick_up (op, tmp); 1162 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1163 continue;
1469 } 1164 }
1165
1470 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1472 { 1168 {
1473 pick_up (op, tmp); 1169 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1170 continue;
1477 } 1171 }
1478 1172
1479 /* wands/staves/rods/horns */ 1173 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1176 {
1483 pick_up (op, tmp); 1177 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1178 continue;
1487 } 1179 }
1488 1180
1489 /* pick up all magical items */ 1181 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1182 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1184 {
1493 pick_up (op, tmp); 1185 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1186 continue;
1497 } 1187 }
1498 1188
1499 if (op->contr->mode & PU_VALUABLES) 1189 if (op->contr->mode & PU_VALUABLES)
1500 { 1190 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1191 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1192 {
1503 pick_up (op, tmp); 1193 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1194 continue;
1507 } 1195 }
1508 } 1196 }
1509 1197
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1198 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1199 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1200 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1201 {
1514 pick_up (op, tmp); 1202 pick_up (op, tmp);
1203 continue;
1515 if (0) 1204 }
1516 fprintf (stderr, "JEWELS\n"); 1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1517 continue; 1211 continue;
1518 } 1212 }
1519 1213
1520 /* bows and arrows. Bows are good for selling! */ 1214 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1215 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1216 if (tmp->type == BOW)
1523 { 1217 {
1524 pick_up (op, tmp); 1218 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1219 continue;
1528 } 1220 }
1221
1529 if (op->contr->mode & PU_ARROW) 1222 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1223 if (tmp->type == ARROW)
1531 { 1224 {
1532 pick_up (op, tmp); 1225 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1226 continue;
1536 } 1227 }
1537 1228
1538 /* all kinds of armor etc. */ 1229 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1230 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1231 if (tmp->type == ARMOUR)
1541 { 1232 {
1542 pick_up (op, tmp); 1233 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1234 continue;
1546 } 1235 }
1236
1547 if (op->contr->mode & PU_HELMET) 1237 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1238 if (tmp->type == HELMET)
1549 { 1239 {
1550 pick_up (op, tmp); 1240 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1241 continue;
1554 } 1242 }
1243
1555 if (op->contr->mode & PU_SHIELD) 1244 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1245 if (tmp->type == SHIELD)
1557 { 1246 {
1558 pick_up (op, tmp); 1247 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1248 continue;
1562 } 1249 }
1250
1563 if (op->contr->mode & PU_BOOTS) 1251 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1252 if (tmp->type == BOOTS)
1565 { 1253 {
1566 pick_up (op, tmp); 1254 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1255 continue;
1570 } 1256 }
1257
1571 if (op->contr->mode & PU_GLOVES) 1258 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1259 if (tmp->type == GLOVES)
1573 { 1260 {
1574 pick_up (op, tmp); 1261 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1262 continue;
1578 } 1263 }
1264
1579 if (op->contr->mode & PU_CLOAK) 1265 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1266 if (tmp->type == CLOAK)
1581 { 1267 {
1582 pick_up (op, tmp); 1268 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1269 continue;
1586 } 1270 }
1587 1271
1588 /* hoping to catch throwing daggers here */ 1272 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1273 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1275 {
1592 pick_up (op, tmp); 1276 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1277 continue;
1596 } 1278 }
1597 1279
1598 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1282 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1284 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1287 {
1606 pick_up (op, tmp); 1288 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1289 continue;
1610 } 1290 }
1611 } 1291 }
1292
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1294 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1296 {
1616 pick_up (op, tmp); 1297 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1298 continue;
1620 } 1299 }
1621 } 1300 }
1622 } 1301 }
1623 1302
1624 /* misc stuff that's useful */ 1303 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1304 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1306 {
1628 pick_up (op, tmp); 1307 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1308 continue;
1632 } 1309 }
1633 1310
1634 /* any of the last 4 bits set means we use the ratio for value 1311 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1312 * pickups */
1648 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1649 { 1326 {
1650 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1651 } 1328 }
1652 else 1329 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656#endif 1333#endif
1657 continue; 1334 continue;
1658 } 1335 }
1659 } 1336 }
1660 } /* the new pickup model */ 1337 } /* the new pickup model */
1661 } 1338 }
1339
1662 return !stop; 1340 return !stop;
1663} 1341}
1664 1342
1665/* 1343/*
1666 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1668 * found object is returned. 1346 * found object is returned.
1669 */ 1347 */
1670object * 1348object *
1671find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1672{ 1350{
1673 object *tmp = NULL; 1351 object *tmp = 0;
1674 1352
1675 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1679 return op; 1357 return op;
1358
1680 return tmp; 1359 return tmp;
1681} 1360}
1682 1361
1683/* 1362/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1367 */
1689
1690object * 1368object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1370{
1693 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1727 else 1405 else
1728 { 1406 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1408 {
1731 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1412 {
1735 tmp = arrow; 1413 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1415 }
1738 } 1416 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1418 {
1741 tmp = arrow; 1419 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1439 * op = the shooter
1762 * type = bow->race 1440 * type = bow->race
1763 * dir = fire direction 1441 * dir = fire direction
1764 */ 1442 */
1765
1766object * 1443object *
1767pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1768{ 1445{
1769 object *tmp = NULL; 1446 object *tmp = NULL;
1770 maptile *m; 1447 maptile *m;
1835 */ 1512 */
1836int 1513int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1515{
1839 object *left, *bow; 1516 object *left, *bow;
1840 int bowspeed, mflags; 1517 int mflags;
1841 maptile *m; 1518 maptile *m;
1842 1519
1843 if (!dir) 1520 if (!dir)
1844 { 1521 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1523 return 0;
1847 } 1524 }
1848 if (op->type == PLAYER) 1525
1849 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1850 else 1528 else
1851 { 1529 {
1852 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1537 if (!bow)
1860 { 1538 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1540 return 0;
1863 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1864 } 1550 }
1551
1865 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1866 { 1553 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1555 return 0;
1869 } 1556 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1557
1879 if (arrow == NULL) 1558 if (arrow == NULL)
1880 { 1559 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1561 {
1883 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1565 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1888 return 0; 1568 return 0;
1889 } 1569 }
1890 } 1570 }
1571
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1574 return 0;
1895 } 1575
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1577 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1579 return 0;
1900 } 1580 }
1901 1581
1902 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1583 if (arrow->nrof == 0)
1904 { 1584 {
1905 remove_ob (arrow); 1585 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1586 return 0;
1908 } 1587 }
1909 1588
1910 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1591 if (!arrow)
1913 { 1592 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1594 return 0;
1916 } 1595 }
1917 set_owner (arrow, op); 1596
1597 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1599 arrow->direction = dir;
1921 arrow->x = sx; 1600
1922 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1633
1924 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1925 { 1635 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1959 } 1643 }
1960 else 1644 else
1961 { 1645 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1646 arrow->level = op->level;
1964 } 1647 arrow->stats.wc -= bow->magic;
1965 1648
1966 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1967 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1968 1654
1969 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1657
1972 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1661
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1978 1664
1979 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1666 move_arrow (arrow);
1981 1667
1982 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
2002{ 1688{
2003 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
2004 1690
2005 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
2006 { 1692 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1694 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1696 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1698 wcmod = -1;
1699
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1701 }
2015 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
2016 { 1703 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1709 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 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);
2026
2027 } 1713 }
2028 else 1714 else
2029 { 1715 {
2030 /* Simple case */ 1716 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1718 }
1719
2033 return ret; 1720 return ret;
2034} 1721}
2035
2036 1722
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2039 */ 1725 */
2040void 1726void
2041fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2042{ 1728{
2043 object *item; 1729 object *item = op->contr->ranged_ob;
2044 1730
2045 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2046 { 1732 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1734 return;
2049 } 1735 }
2050 1736
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1737 if (!item->inv)
2053 { 1738 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1740 return;
2056 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2057 if (item->type == WAND) 1746 if (item->type == WAND)
2058 { 1747 {
2059 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2060 { 1749 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2063 return; 1753 return;
2064 } 1754 }
2065 } 1755 }
2066 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2067 { 1757 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1759 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2071 if (item->type == ROD) 1762 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1764 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2075 return; 1767 return;
2076 } 1768 }
2077 } 1769 }
2078 1770
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1778 object *tmp;
2087 1779
2088 if (item->arch) 1780 if (item->arch)
2089 { 1781 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2092 item->speed = 0; 1784 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1785 }
1786
2095 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1789 }
2098 } 1790 }
2099 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1792 drain_rod_charge (item);
2102 }
2103 } 1793 }
2104} 1794}
2105 1795
2106/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2107 */ 1797 */
2108void 1798bool
2109fire (object *op, int dir) 1799fire (object *op, int dir)
2110{ 1800{
2111 int spellcost = 0; 1801 int spellcost = 0;
2112 1802
2113 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2115 make_visible (op); 1805 make_visible (op);
2116 1806
2117 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2118 { 1813 }
2119 case range_none:
2120 return;
2121 1814
2122 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2123 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2124 return; 1832 break;
2125 1833
2126 case range_magic: /* Casting spells */ 1834 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1836 break;
2129 1837
2130 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2131 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2132 return; 1848 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1849 }
2161}
2162 1850
2163 1851 return true;
1852}
2164 1853
2165/* find_key 1854/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1859 * pl is the player,
2171 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2174 */ 1863 */
2175
2176object * 1864object *
2177find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2178{ 1866{
2179 object *tmp, *key; 1867 object *tmp, *key;
2180 1868
2181 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1870 if (!container->inv)
2183 return NULL; 1871 return 0;
2184 1872
2185 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1875 {
2188 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1877 break;
2190 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2192 */ 1880 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1882 break;
2195 } 1883 }
1884
2196 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1888 * a key, return
2200 */ 1889 */
2201 if (!tmp) 1890 if (!tmp)
2202 { 1891 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1893 {
2205 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1896 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2209 return key; 1898 return key;
2210 } 1899 }
2211 } 1900 }
1901
2212 if (!tmp) 1902 if (!tmp)
2213 return NULL; 1903 return NULL;
2214 } 1904 }
1905
2215 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1907 * see if we actually want to use it
2217 */ 1908 */
2218 if (pl != container) 1909 if (pl != container)
2219 { 1910 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1933 return NULL;
2243 } 1934 }
2244 } 1935 }
1936
2245 return tmp; 1937 return tmp;
2246} 1938}
2247 1939
2248/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1943 * 0 otherwise
2252 */ 1944 */
2253static int 1945static int
2254player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2255{ 1947{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2260 */ 1951 */
2261 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2262 1953
2263 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2264 if (key) 1955 if (key)
2265 { 1956 {
2266 object *container = key->env; 1957 object *container = key->env;
2267 1958
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2270 make_visible (op); 1960 make_visible (op);
1961
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2273 if (door->type == DOOR) 1965 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2278 { 1968 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1971 }
1972
2282 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2285 if (container != op) 1976 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2287 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2288 } 1980 }
2289 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2290 { 1982 {
2291 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 1985 return 1;
2294 } 1986 }
1987
2295 return 0; 1988 return 0;
2296} 1989}
2297 1990
2298/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2303 */ 1996 */
2304 1997bool
2305void
2306move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2307{ 1999{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2000 int on_battleground;
2311 maptile *m;
2312 2001
2313 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2315 2004
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2317 2015
2318 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2023 * move_ob uses.
2326 */ 2024 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2026
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2030 * on the space
2349 */ 2031 */
2350 while (tmp != NULL) 2032 object *mon;
2351 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2034 {
2353 { 2035 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2355 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2038 && mon != op)
2361 break; 2039 break;
2362 } 2040 }
2363 2041
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2043 return false; /* into a wall */
2372 2044
2373 if (mon->head != NULL)
2374 mon = mon->head; 2045 mon = mon->head_ ();
2375 2046
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2377 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2378 return; 2052 return true;
2053 }
2379 2054
2380 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2060 * and thus will not push them.
2386 */ 2061 */
2387 2062
2388 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2391 */ 2066 */
2392 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2393#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2070 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2072 {
2402 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2074 if (op->contr->braced)
2404 return; 2075 return false;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2406 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2407 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2085 make_visible (op);
2086
2409 return; 2087 return true;
2410 } 2088 }
2089 else
2090 return false;
2091 }
2411 2092
2412 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2096 * attack them either.
2416 */ 2097 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2420 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2102 && !on_battleground))
2422 && mon->contr-> 2103 {
2423 peaceful)) && 2104 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2105 {
2106 --op->speed_left;
2107
2429 if (!op->contr->braced) 2108 if (!op->contr->braced)
2430 { 2109 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2433 } 2112 }
2434 else 2113 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2115
2438 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2117 make_visible (op);
2440 }
2441 2118
2119 return true;
2120 }
2121 }
2442 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2124 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2446 { 2128 {
2129 --op->speed_left;
2130
2447 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2449 make_visible (op); 2133 make_visible (op);
2450 }
2451 2134
2135 return true;
2136 }
2137 }
2452 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2143 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2146 {
2462 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2148 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2471 2150
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2476 2152
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2491 make_visible (op); 2154 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2155
2496int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2497move_player (object *op, int dir) 2164move_player (object *op, int dir)
2498{ 2165{
2499 int pick; 2166 int pick;
2500 2167
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2169 return 0;
2503 2170
2504 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2506 { 2173 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2175 return 0;
2509 } 2176 }
2510 2177
2511 /* peterm: added following line */ 2178 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2181
2515 op->facing = dir; 2182 op->facing = dir;
2516 2183
2517 if (op->hide) 2184 if (op->hide)
2518 do_hidden_move (op); 2185 do_hidden_move (op);
2519 2186
2187 bool retval;
2188
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2190 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2523 fire (op, dir); 2192 retval = fire (op, dir);
2524 else 2193 else
2525 { 2194 {
2526 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2196 pick = check_pick (op);
2528 } 2197 }
2529 2198
2530 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2200 * server can handle repeat firing.
2532 */ 2201 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2203 op->direction = dir;
2536 }
2537 else 2204 else
2538 {
2539 op->direction = 0; 2205 op->direction = 0;
2540 } 2206
2541 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2209 * for players.
2544 */ 2210 */
2545 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2546 return 0; 2212
2213 return retval;
2547} 2214}
2548 2215
2549/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2217 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2219 * the new speed values for commands.
2553 * 2220 *
2554 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2555 */ 2224 */
2556int 2225bool
2557handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2558{ 2227{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2229 {
2581 flee_player (op); 2230 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2231 {
2585 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2586 return 0; 2235 return true;
2587 } 2236 }
2588 } 2237 else
2589 2238 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2239 }
2601 2240
2602 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2243 * called, so we recheck it here.
2605 */ 2244 */
2606 HandleClient (&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2246 return true;
2609 2247
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2250
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2251 return false;
2626} 2252}
2627 2253
2628int 2254int
2629save_life (object *op) 2255save_life (object *op)
2630{ 2256{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2258 return 0;
2635 2259
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2262 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265
2641 if (op->contr) 2266 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2268
2644 free_object (tmp); 2269 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2646 if (op->stats.hp < 0) 2272 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2648 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2649 op->stats.food = 999; 2276 op->stats.food = 999;
2650 fix_player (op); 2277
2278 op->update_stats ();
2651 return 1; 2279 return 1;
2652 } 2280 }
2281
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2285 return 0;
2657} 2286}
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2662 * from. 2291 * from.
2663 */ 2292 */
2664void 2293static void
2665remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2666{ 2295{
2667 object *next;
2668
2669 while (op) 2296 while (op)
2670 { 2297 {
2671 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2299
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2301 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2682 } 2306 }
2683 else if (op->inv) 2307 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2685 op = next; 2310 op = next;
2686 } 2311 }
2687} 2312}
2688 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2689 2320
2690/* 2321/*
2691 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2338 else
2708 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2342 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2345 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2349 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2718 { 2351 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2354 strcat (buf2, buf);
2722 } 2355 }
2356
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2726 return buf2; 2361 return buf2;
2727} 2362}
2728
2729
2730 2363
2731void 2364void
2732do_some_living (object *op) 2365do_some_living (object *op)
2733{ 2366{
2734 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2373 int rate_grace = 2000;
2741 const int max_hp = 1; 2374 const int max_hp = 1;
2742 const int max_sp = 1; 2375 const int max_sp = 1;
2743 const int max_grace = 1; 2376 const int max_grace = 1;
2744 2377
2745 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2751 2396
2752 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2753 { 2398 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2403 else
2760 { 2404 {
2761 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2407 }
2408
2764 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2411 else
2767 { 2412 {
2768 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2415 }
2416
2771 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2419 else
2774 { 2420 {
2775 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2423 }
2778 2424
2779 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp)
2784 {
2785 op->stats.sp++;
2786 /* dms do not consume food */
2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2794 }
2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2825 { 2428 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2828 if (max_grace > 1) 2432 if (max_grace > 1)
2829 { 2433 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2435 if (over_grace > 0)
2832 { 2436 {
2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2845 } 2449 }
2846 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2847 } 2451 }
2848 2452
2453 if (op->stats.food > 0)
2454 {
2849 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2850 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2851 {
2852 if (op->stats.hp < op->stats.maxhp)
2853 { 2457 {
2854 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2855 /* dms do not consume food */ 2459
2856 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2857 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2858 op->stats.food--; 2467 op->stats.food--;
2468
2859 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2860 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2863 } 2474 }
2864 } 2475
2865 if (max_hp > 1) 2476 if (max_sp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 { 2477 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2871 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2872 } 2496 }
2873 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2874 { 2505 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2876 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2877 } 2531 }
2878 else 2532 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 } 2534 }
2882 } 2535 }
2883 2536
2884 /* Digestion */ 2537 /* Digestion */
2885 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2886 { 2539 {
2887#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2542
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2544
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2545 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2547 op->stats.food--;
2901 } 2548 }
2902 }
2903 2549
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2551 {
2906 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2907 2553
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2555 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2563 break;
2918 } 2564 }
2919 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2920 flesh = tmp; 2566 flesh = tmp;
2921 } /* End if paid for object */ 2567 } /* End if paid for object */
2922 } /* end of for loop */ 2568 } /* end of for loop */
2569
2923 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2571 * eat flesh instead.
2925 */ 2572 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2574 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2930 } 2581 {
2931 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2932 2585
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2934 op->stats.food++, op->stats.hp--;
2935
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2937 kill_player (op); 2587 kill_player (op);
2588 }
2938} 2589}
2939
2940
2941 2590
2942/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2594 * file.
2963 object *tmp; 2612 object *tmp;
2964 2613
2965 if (save_life (op)) 2614 if (save_life (op))
2966 return; 2615 return;
2967 2616
2968
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2620 */
2973 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2625
2978 /* restore player */ 2626 /* restore player */
2979 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2629 {
2983 remove_ob (tmp); 2630 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2632 }
2987 2633
2988 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2636 {
2992 remove_ob (tmp); 2637 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2639 }
2996 2640
2997 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2644 op->stats.food = 999;
3001 2645
3002 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2648 {
3006 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2650 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2654 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2658 }
3017 2659
3018 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2662 op->contr->braced = 0;
3025 2667
3026 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
3027 2669
3028 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
3029 { 2671 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3039 } 2674 }
3040 else 2675 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
3050 } 2677
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3052 2679
3053 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3054 x = op->x; 2681 x = op->x;
3055 y = op->y; 2682 y = op->y;
3056 map = op->map; 2683 map = op->map;
3057 2684
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3064 */ 2688 */
3065 2689
3066 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2692 * of death.
3069 */ 2693 */
3070#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3072 { 2696 {
3073 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2699 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2702 little bit harder. */
3079 /* GD */ 2703 /* GD */
3080 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2705 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2706 else
3086 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3087 num_stats_lose = 1; 2710 num_stats_lose = 1;
3088 } 2711
3089 lost_a_stat = 0; 2712 lost_a_stat = 0;
3090 2713
3091 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3092 { 2715 {
3093 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3094 2717
3095 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3096 { 2738 {
3097 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3098 * what he lost. 2740 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2741 }
3107 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3108 { 2744 {
3109 /* deplete a stat */ 2745 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3111 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3112 2748 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2749 {
3116 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3118 } 2752
3119 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2759 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2760 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2762 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2763 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2764 else
3161 if (this_stat >= -50)
3162 { 2765 {
3163 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2771 }
3169 } 2772 }
3170 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3171 } 2792 }
2793 }
2794 }
3172 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2796 if (!lost_a_stat)
3174 { 2797 {
3175 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3178 2801
3179 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2804 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2806 }
2807#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2809#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2810
3187 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2812 * exp loss on the stone.
3189 */ 2813 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2816 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3195 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); 2819 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);
3196 tmp->msg = buf; 2820 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2823
3200 /**************************************/ 2824 /**************************************/
3201 /* */ 2825 /* */
3202 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3205 /* */ 2829 /* */
3206
3207 /**************************************/ 2830 /**************************************/
3208 2831
3209 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2833 /* restore player */
3211 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
2836
3213 if (tmp) 2837 if (tmp)
3214 { 2838 {
3215 remove_ob (tmp); 2839 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2841 }
3219 2842
3220 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2845 if (tmp)
3223 { 2846 {
3224 remove_ob (tmp); 2847 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2849 }
2850
3228 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3229 2852
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3233 op->stats.food = 900; 2856 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2860
3238 /* 2861 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3241 * in the map. 2864 */
3242 */ 2865 op->drop_unpaid_items ();
3243 2866
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2867 /****************************************/
3248 /* */ 2868 /* */
3249 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3251 /* */ 2871 /* */
3252
3253 /****************************************/ 2872 /****************************************/
3254 2873
3255 enter_player_savebed (op); 2874 enter_player_savebed (op);
3256 2875
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2876 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2877
3263 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2881 * on the space that might harm the player.
3267 */ 2882 */
3268 will_kill_again = 0; 2883 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3273 } 2887
3274 if (will_kill_again) 2888 if (will_kill_again)
3275 { 2889 {
3276 object *force; 2890 object *force;
3277 int at; 2891 int at;
3278 2892
3279 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2895 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2900 force->resist[at] = 100;
3288 } 2901
3289 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3290 fix_player (op); 2903 op->update_stats ();
3291 2904
3292 } 2905 }
3293 2906
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2908}
3363
3364 2909
3365void 2910void
3366loot_object (object *op) 2911loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3369 2914
3370 if (op->container) 2915 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2916
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3376 { 2918 {
3377 next = tmp->below; 2919 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3379 continue; 2922 continue;
3380 remove_ob (tmp); 2923
2924 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3382 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2929
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2931 {
3388 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3389 { 2933 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2935 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2936 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2937 }
3394 else 2938 else
3395 free_object (tmp); 2939 tmp->destroy ();
3396 } 2940 }
3397 else 2941 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2943 }
3400} 2944}
3402/* 2946/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2949 * was changed.
3406 */ 2950 */
3407
3408void 2951void
3409fix_weight (void) 2952fix_weight (void)
3410{ 2953{
3411 player *pl; 2954 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2955 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2957
3417 if (old == sum) 2958 if (old == sum)
3418 continue; 2959 continue;
3419 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2962 }
3422} 2963}
3423 2964
3424void 2965void
3425fix_luck (void) 2966fix_luck (void)
3426{ 2967{
3427 player *pl; 2968 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3432} 2971}
3433
3434 2972
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3438 */ 2976 */
3439
3440void 2977void
3441cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3442{ 2979{
3443 object *skop, *spob; 2980 object *skop, *spob;
3444 2981
3465 if (op->type == PLAYER) 3002 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3004
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3005 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3006
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3007 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3008}
3474 3009
3475void 3010void
3476make_visible (object *op) 3011make_visible (object *op)
3477{ 3012{
3478 op->hide = 0; 3013 op->hide = 0;
3479 op->invisible = 0; 3014 op->invisible = 0;
3015
3480 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3481 { 3017 {
3482 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3484 } 3020 }
3021
3485 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3486} 3023}
3487 3024
3488int 3025int
3489is_true_undead (object *op) 3026is_true_undead (object *op)
3490{ 3027{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3494 return 1; 3029 return 1;
3495 3030
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3031 return 0;
3502} 3032}
3503 3033
3504/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3506 * indicate greater hideability. 3036 * indicate greater hideability.
3507 */ 3037 */
3508
3509int 3038int
3510hideability (object *ob) 3039hideability (object *ob)
3511{ 3040{
3512 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3513 sint16 x, y; 3042 sint16 x, y;
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3080 */
3552
3553void 3081void
3554do_hidden_move (object *op) 3082do_hidden_move (object *op)
3555{ 3083{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3557 object *skop; 3085 object *skop;
3561 3089
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3091
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3568 { 3095 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3097 make_visible (op);
3571 return; 3098 return;
3572 } 3099 }
3573 else 3100 else
3574 num += 20; 3101 num += 20;
3575 } 3102
3576 num += op->map->difficulty; 3103 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3105 num -= hide;
3106
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3108 {
3581 make_visible (op); 3109 make_visible (op);
3582 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3112 }
3585 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3115}
3590 3116
3591/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3592 3118
3593int 3119int
3620 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3621 continue; 3147 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3149 continue;
3624 3150
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3152 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3154 return 1;
3629 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3630 { 3156 {
3641 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3642 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3643 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3644 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3645 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3646 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3647 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3648 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3649 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3650 * -b.t. 3176 * -b.t.
3651 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3652 */ 3178 */
3653
3654int 3179int
3655player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3656{ 3181{
3657 rv_vector rv; 3182 rv_vector rv;
3658 int dx, dy; 3183 int dx, dy;
3660 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3661 { 3186 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3188 return -1;
3664 } 3189 }
3190
3665 if (!pl || !op) 3191 if (!pl || !op)
3666 return 0; 3192 return 0;
3667 3193
3668 if (op->head)
3669 {
3670 op = op->head; 3194 op = op->head_ ();
3671 } 3195
3672 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3673 3197
3674 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3199 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3677 * a blocked los square. 3201 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3679 */ 3203 */
3680 while (op) 3204 while (op)
3681 { 3205 {
3682 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3684 3208
3685 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3211 * for any meaningful values.
3688 */ 3212 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3216 return 1;
3217
3693 op = op->more; 3218 op = op->more;
3694 } 3219 }
3220
3695 return 0; 3221 return 0;
3696} 3222}
3697 3223
3698/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3699 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3702 * return 0. 3228 * return 0.
3703 */ 3229 */
3704int 3230int
3705action_makes_visible (object *op) 3231action_makes_visible (object *op)
3706{ 3232{
3707
3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 { 3234 {
3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3711 return 0; 3236 return 0;
3712 3237
3718 { 3243 {
3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3720 return 1; 3245 return 1;
3721 } 3246 }
3722 } 3247 }
3248
3723 return 0; 3249 return 0;
3724} 3250}
3725 3251
3726/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3727 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3732 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3733 */ 3259 */
3734int 3260int
3735op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3736{ 3262{
3737 object *tmp;
3738
3739 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3742 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3743 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3744 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3746 { 3270 {
3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 { 3272 {
3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3751 { 3277 {
3752 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 { 3280 {
3755 object *invtmp;
3756
3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3758 { 3282 {
3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3760 { 3284 {
3761 if (x != NULL && y != NULL) 3285 if (x && y)
3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3763 return 1; 3288 return 1;
3764 } 3289 }
3765 } 3290 }
3766 } 3291 }
3292
3767 if (x != NULL && y != NULL) 3293 if (x && y)
3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3769 return 1; 3296 return 1;
3770 } 3297 }
3771 } 3298 }
3772 } 3299 }
3300
3773 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3774 return 0; 3302 return 0;
3775} 3303}
3776 3304
3777/* 3305/*
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3322 int i = 0, j = 0;
3795 3323
3796 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3799 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3801 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3803 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3805 3333
3806 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3807 return; 3335 return;
3808 3336
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3338
3811 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3812 { 3340 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3342 return;
3815 } 3343 }
3816 3344
3817 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3346 item = tr->item;
3819 3347
3820 if (item->type == SPELL) 3348 if (item->type == SPELL)
3821 { 3349 {
3822 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3823 return; 3351 return;
3882 { 3410 {
3883 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3412 object *skin;
3885 3413
3886 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3888 if (skin == NULL) 3418 if (!skin)
3889 return; 3419 return;
3890 3420
3891 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3423 {
3938 * not readied. 3468 * not readied.
3939 */ 3469 */
3940void 3470void
3941player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3942{ 3472{
3943 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3944 3475
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3946 { 3477 pl->combat_ob = 0;
3478
3947 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3948 { 3480 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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