ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.156 by root, Thu Jul 26 00:27:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
319/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
321 * mode. 380 * mode.
322 */ 381 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
328 386
329 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 388
333 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
335 392
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 393 set_first_map (pl->ob);
344 394
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 395 return pl;
353} 396}
354 397
355/* 398/*
356 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
359 */ 402 */
360archetype * 403archetype *
361get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
362{ 405{
363 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 407
365 for (;;) 408 for (;;)
366 { 409 {
367 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
368 at = first_archetype; 411 i = archetypes.begin ();
369 else 412 else if (*i == at)
370 at = at->next; 413 cleanup ("not a single player archetype found");
414
371 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
372 return at; 416 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 417 }
379} 418}
380
381 419
382object * 420object *
383get_nearest_player (object *mon) 421get_nearest_player (object *mon)
384{ 422{
385 object *op = NULL; 423 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 424 objectlink *ol;
388 unsigned lastdist; 425 unsigned lastdist;
389 rv_vector rv; 426 rv_vector rv;
390 427
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 429 {
393 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 437 object *tmp = ol->ob;
401 438
402 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 440 * itself will have been cleared.
404 */ 441 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
406 ol = ol->next; 444 ol = ol->next;
407 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
408 if (!ol) 446 if (!ol)
409 return op; 447 return op;
410 } 448 }
423 { 461 {
424 op = ol->ob; 462 op = ol->ob;
425 lastdist = rv.distance; 463 lastdist = rv.distance;
426 } 464 }
427 } 465 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 466
429 { 467 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
434 { 470 {
435 op = pl->ob; 471 op = pl->ob;
436 lastdist = rv.distance; 472 lastdist = rv.distance;
437 } 473 }
438 } 474
439 }
440#if 0 475#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 477#endif
443 return op; 478 return op;
444} 479}
462 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 499 * is probably not a good thing.
465 */ 500 */
466#define MAX_SPACES 50 501#define MAX_SPACES 50
467
468 502
469/* 503/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 537 x = mon->x;
504 y = mon->y; 538 y = mon->y;
505 m = mon->map; 539 m = mon->map;
506 dir = rv.direction; 540 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
509 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 545 if (diff > max)
511 return 0; 546 return 0;
547
512 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
513 { 549 {
514 lastx = x; 550 lastx = x;
515 lasty = y; 551 lasty = y;
516 lastmap = m; 552 lastmap = m;
598 max--; 634 max--;
599 lastdir = dir; 635 lastdir = dir;
600 if (!firstdir) 636 if (!firstdir)
601 firstdir = dir; 637 firstdir = dir;
602 } 638 }
639
603 if (diff <= 1) 640 if (diff <= 1)
604 { 641 {
605 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 643 * headed toward player for entire distance.
607 */ 644 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 647 }
648
611 if (diff > max) 649 if (diff > max)
612 return 0; 650 return 0;
613 } 651 }
652
614 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
615 if (!max) 654 if (!max)
616 return 0; 655 return 0;
617 656
618 return firstdir; 657 return firstdir;
711 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
712 link_player_skills (pl); 751 link_player_skills (pl);
713} 752}
714 753
715void 754void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
800{ 756{
801 if (party == NULL) 757 if (party == NULL)
802 { 758 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 760 return;
805 } 761 }
762
806 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 767}
811
812 768
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 770static int
815roll_stat (void) 771roll_stat (void)
816{ 772{
817 int a[4], i, j, k; 773 int a[4], i, j, k;
818 774
819 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
821 777
822 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 779 if (a[i] < k)
824 k = a[i], j = i; 780 k = a[i], j = i;
825 781
826 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 783 if (i != j)
829 k += a[i]; 784 k += a[i];
830 } 785
831 return k; 786 return k;
832} 787}
833 788
834void 789void
835roll_stats (object *op) 790object::roll_stats ()
836{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
837 int sum = 0; 796 int sum = 0;
838 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
840 799
841 do 800 if (sum >= 82 && sum <= 116)
801 break;
842 { 802 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 803
854 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 806
863 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
864 do 808 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 809
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 810 stats.exp = 0;
899 op->stats.ac = 0; 811 stats.ac = 0;
900 812
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
909 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
910} 825}
911 826
912void 827void
913Roll_Again (object *op) 828object::swap_stats (int a, int b)
914{ 829{
915 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 831
920void 832 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048 874void
1049int 875player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 879
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 881 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1070 883
1071 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1073 886
1074 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1075 888
1076 if (op->msg) 889 if (ob->msg)
1077 op->msg = NULL; 890 ob->msg = 0;
1078 891
1079 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1080 * to save here. 893 * to save here.
1081 */ 894 */
895 {
896 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1084 900
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 901 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 904 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1093 fix_player (op); 906 ob->update_stats ();
1094 907
1095 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1096 * is one for this race 909 * is one for this race
1097 */ 910 */
1098 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1099 { 912 {
1100 object *tmp; 913 object *tmp;
1101 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1102 915
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 917 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1110 * default initial map */ 923 * default initial map */
1111 tmp->destroy (); 924 tmp->destroy ();
1112 } 925 }
1113 else 926 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 928}
1117 return 0;
1118 }
1119 929
930void
931player::chargen_race_next ()
932{
1120 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1122 */ 935 */
1123 936
1124 tmp_loop = 0; 937 do
1125 while (!tmp_loop)
1126 { 938 {
1127 shstr name = op->name; 939 shstr name = ob->name;
1128 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1129 941
1130 remove_statbonus (op); 942 ob->remove_statbonus ();
1131 op->remove (); 943 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1134 op->instantiate (); 946 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1137 op->x = x; 949 ob->x = x;
1138 op->y = y; 950 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 954 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 955 }
956 while (!allowed_class (ob));
1145 957
1146 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 960 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 963 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} 964}
1208 965
1209void 966void
1210flee_player (object *op) 967flee_player (object *op)
1211{ 968{
1241 { 998 {
1242 op->enemy = NULL; 999 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1001 return;
1245 } 1002 }
1003
1246 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1247 1005
1248 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1250 { 1008 {
1251 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1252 1010
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1012 return;
1256 }
1257 } 1013 }
1014
1258 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1017 op->enemy = NULL;
1261} 1018}
1262 1019
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1022 * stop.
1267 */ 1023 */
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1347 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1118 * example.
1390 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1577 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1308 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1310 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1313 {
1585 pick_up (op, tmp); 1314 pick_up (op, tmp);
1586 continue; 1315 continue;
1587 } 1316 }
1588 } 1317 }
1589 1318
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1320 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1322 {
1594 pick_up (op, tmp); 1323 pick_up (op, tmp);
1595 continue; 1324 continue;
1596 } 1325 }
1597 } 1326 }
1622 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1623 { 1352 {
1624 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1625 } 1354 }
1626 else 1355 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1359#endif
1631 continue; 1360 continue;
1632 } 1361 }
1643 * found object is returned. 1372 * found object is returned.
1644 */ 1373 */
1645object * 1374object *
1646find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1647{ 1376{
1648 object *tmp = NULL; 1377 object *tmp = 0;
1649 1378
1650 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1654 return op; 1383 return op;
1384
1655 return tmp; 1385 return tmp;
1656} 1386}
1657 1387
1658/* 1388/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1393 */
1664
1665object * 1394object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1396{
1668 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1702 else 1431 else
1703 { 1432 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1434 {
1706 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1438 {
1710 tmp = arrow; 1439 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1441 }
1713 } 1442 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1444 {
1716 tmp = arrow; 1445 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1465 * op = the shooter
1737 * type = bow->race 1466 * type = bow->race
1738 * dir = fire direction 1467 * dir = fire direction
1739 */ 1468 */
1740
1741object * 1469object *
1742pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1743{ 1471{
1744 object *tmp = NULL; 1472 object *tmp = NULL;
1745 maptile *m; 1473 maptile *m;
1810 */ 1538 */
1811int 1539int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1541{
1814 object *left, *bow; 1542 object *left, *bow;
1815 int bowspeed, mflags; 1543 int mflags;
1816 maptile *m; 1544 maptile *m;
1817 1545
1818 if (!dir) 1546 if (!dir)
1819 { 1547 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1549 return 0;
1822 } 1550 }
1823 if (op->type == PLAYER) 1551
1824 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1825 else 1554 else
1826 { 1555 {
1827 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1563 if (!bow)
1835 { 1564 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1566 return 0;
1838 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1839 } 1576 }
1577
1840 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1841 { 1579 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1581 return 0;
1844 } 1582 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1583
1854 if (arrow == NULL) 1584 if (arrow == NULL)
1855 { 1585 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1587 {
1858 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1591 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1863 return 0; 1594 return 0;
1864 } 1595 }
1865 } 1596 }
1597
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1600 return 0;
1870 } 1601
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1603 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1605 return 0;
1875 } 1606 }
1881 return 0; 1612 return 0;
1882 } 1613 }
1883 1614
1884 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1617 if (!arrow)
1887 { 1618 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1620 return 0;
1890 } 1621 }
1622
1891 arrow->set_owner (op); 1623 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1625 arrow->direction = dir;
1895 arrow->x = sx; 1626
1896 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1659
1898 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1899 { 1661 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1933 } 1669 }
1934 else 1670 else
1935 { 1671 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1672 arrow->level = op->level;
1938 } 1673 arrow->stats.wc -= bow->magic;
1939 1674
1940 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1941 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1942 1680
1943 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1683
1946 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1687
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1951 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1952 1690
1953 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1692 move_arrow (arrow);
1955 1693
1956 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1976{ 1714{
1977 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1978 1716
1979 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1980 { 1718 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1720 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1722 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1724 wcmod = -1;
1725
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1727 }
1989 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1990 { 1729 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1735 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1739 }
2002 else 1740 else
2003 { 1741 {
2004 /* Simple case */ 1742 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1744 }
1745
2007 return ret; 1746 return ret;
2008} 1747}
2009
2010 1748
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2013 */ 1751 */
2014void 1752void
2015fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2016{ 1754{
2017 object *item; 1755 object *item = op->contr->ranged_ob;
2018 1756
2019 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2020 { 1758 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1760 return;
2023 } 1761 }
2024 1762
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1763 if (!item->inv)
2027 { 1764 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1766 return;
2030 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2031 if (item->type == WAND) 1772 if (item->type == WAND)
2032 { 1773 {
2033 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2034 { 1775 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2037 return; 1779 return;
2038 } 1780 }
2039 } 1781 }
2040 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2041 { 1783 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1785 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2045 if (item->type == ROD) 1788 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1790 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2049 return; 1793 return;
2050 } 1794 }
2051 } 1795 }
2052 1796
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2060 object *tmp; 1804 object *tmp;
2061 1805
2062 if (item->arch) 1806 if (item->arch)
2063 { 1807 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2066 item->speed = 0; 1810 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1811 }
1812
2069 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1815 }
2072 } 1816 }
2073 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1818 drain_rod_charge (item);
2076 }
2077 } 1819 }
2078} 1820}
2079 1821
2080/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2081 */ 1823 */
2082void 1824bool
2083fire (object *op, int dir) 1825fire (object *op, int dir)
2084{ 1826{
2085 int spellcost = 0; 1827 int spellcost = 0;
2086 1828
2087 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2089 make_visible (op); 1831 make_visible (op);
2090 1832
2091 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2092 { 1839 }
2093 case range_none:
2094 return;
2095 1840
2096 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2097 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2098 return; 1858 break;
2099 1859
2100 case range_magic: /* Casting spells */ 1860 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1862 break;
2103 1863
2104 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2105 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2106 return; 1874 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1875 }
2134}
2135 1876
2136 1877 return true;
1878}
2137 1879
2138/* find_key 1880/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1885 * pl is the player,
2144 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2147 */ 1889 */
2148
2149object * 1890object *
2150find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2151{ 1892{
2152 object *tmp, *key; 1893 object *tmp, *key;
2153 1894
2154 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1896 if (!container->inv)
2156 return NULL; 1897 return 0;
2157 1898
2158 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1901 {
2161 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1903 break;
2163 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2165 */ 1906 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1908 break;
2168 } 1909 }
1910
2169 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1914 * a key, return
2173 */ 1915 */
2174 if (!tmp) 1916 if (!tmp)
2175 { 1917 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1919 {
2178 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1922 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2182 return key; 1924 return key;
2183 } 1925 }
2184 } 1926 }
1927
2185 if (!tmp) 1928 if (!tmp)
2186 return NULL; 1929 return NULL;
2187 } 1930 }
1931
2188 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1933 * see if we actually want to use it
2190 */ 1934 */
2191 if (pl != container) 1935 if (pl != container)
2192 { 1936 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1959 return NULL;
2216 } 1960 }
2217 } 1961 }
1962
2218 return tmp; 1963 return tmp;
2219} 1964}
2220 1965
2221/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1969 * 0 otherwise
2225 */ 1970 */
2226static int 1971static int
2227player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2228{ 1973{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2233 */ 1977 */
2234 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2235 1979
2236 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2237 if (key) 1981 if (key)
2238 { 1982 {
2239 object *container = key->env; 1983 object *container = key->env;
2240 1984
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 op->play_sound (sound_find ("open_door"));
1986
2242 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2243 make_visible (op); 1988 make_visible (op);
1989
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2246 if (door->type == DOOR) 1993 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2251 { 1996 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1999 }
2000
2255 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2258 if (container != op) 2004 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2260 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2261 } 2008 }
2262 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2263 { 2010 {
2264 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2013 return 1;
2267 } 2014 }
2015
2268 return 0; 2016 return 0;
2269} 2017}
2270 2018
2271/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2276 */ 2024 */
2277 2025bool
2278void
2279move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2280{ 2027{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2028 int on_battleground;
2284 maptile *m;
2285 2029
2286 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2288 2032
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2290 2043
2291 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2295 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2296 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2297 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2051 * move_ob uses.
2299 */ 2052 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 maptile *m = op->map->xy_find (nx, ny);
2301 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310 2054
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2058 * on the space
2322 */ 2059 */
2323 while (tmp != NULL) 2060 object *mon;
2324 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2062 {
2326 { 2063 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2328 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2066 && mon != op)
2334 break; 2067 break;
2335 } 2068 }
2336 2069
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2071 return false; /* into a wall */
2345 2072
2346 if (mon->head != NULL)
2347 mon = mon->head; 2073 mon = mon->head_ ();
2348 2074
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2351 return; 2080 return true;
2081 }
2352 2082
2353 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2088 * and thus will not push them.
2359 */ 2089 */
2360 2090
2361 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2364 */ 2094 */
2365 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2098 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2100 {
2375 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2102 if (op->contr->braced)
2377 return; 2103 return false;
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2380 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2113 make_visible (op);
2114
2382 return; 2115 return true;
2383 } 2116 }
2117 else
2118 return false;
2119 }
2384 2120
2385 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2124 * attack them either.
2389 */ 2125 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2393 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2130 && !on_battleground))
2395 && mon->contr-> 2131 {
2396 peaceful)) && 2132 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2133 {
2134 --op->speed_left;
2135
2402 if (!op->contr->braced) 2136 if (!op->contr->braced)
2403 { 2137 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 op->play_sound (sound_find ("push_player"));
2405 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2406 } 2140 }
2407 else 2141 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2143
2411 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2145 make_visible (op);
2413 }
2414 2146
2147 return true;
2148 }
2149 }
2415 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2152 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2419 { 2156 {
2157 --op->speed_left;
2158
2420 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2422 make_visible (op); 2161 make_visible (op);
2423 }
2424 2162
2163 return true;
2164 }
2165 }
2425 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2171 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2174 {
2435 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit)
2442 { 2176 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2444 2178
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2449 2180
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2464 make_visible (op); 2182 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2183
2469int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2470move_player (object *op, int dir) 2192move_player (object *op, int dir)
2471{ 2193{
2472 int pick; 2194 int pick;
2473 2195
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2197 return 0;
2476 2198
2477 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2479 { 2201 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2203 return 0;
2482 } 2204 }
2483 2205
2484 /* peterm: added following line */ 2206 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2209
2488 op->facing = dir; 2210 op->facing = dir;
2489 2211
2490 if (op->hide) 2212 if (op->hide)
2491 do_hidden_move (op); 2213 do_hidden_move (op);
2492 2214
2215 bool retval;
2216
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2218 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2496 fire (op, dir); 2220 retval = fire (op, dir);
2497 else 2221 else
2498 { 2222 {
2499 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2224 pick = check_pick (op);
2501 } 2225 }
2502 2226
2503 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2228 * server can handle repeat firing.
2505 */ 2229 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2231 op->direction = dir;
2509 }
2510 else 2232 else
2511 {
2512 op->direction = 0; 2233 op->direction = 0;
2513 } 2234
2514 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2237 * for players.
2517 */ 2238 */
2518 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2519 return 0; 2240
2241 return retval;
2520} 2242}
2521 2243
2522/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2245 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2247 * the new speed values for commands.
2526 * 2248 *
2527 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2528 */ 2252 */
2529int 2253bool
2530handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2531{ 2255{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2257 {
2554 flee_player (op); 2258 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2259 {
2558 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2559 return 0; 2263 return true;
2560 } 2264 }
2265 else
2266 return false;
2561 } 2267 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2268
2571 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2271 * called, so we recheck it here.
2574 */ 2272 */
2575 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2274 return true;
2578 2275
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2278
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2279 return false;
2595} 2280}
2596 2281
2597int 2282int
2598save_life (object *op) 2283save_life (object *op)
2599{ 2284{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2286 return 0;
2604 2287
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2290 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 op->play_sound (sound_find ("ob_evaporate"));
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2293
2611 if (op->contr) 2294 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2613 2296
2618 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2619 2302
2620 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2621 op->stats.food = 999; 2304 op->stats.food = 999;
2622 2305
2623 fix_player (op); 2306 op->update_stats ();
2624 return 1; 2307 return 1;
2625 } 2308 }
2309
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2313 return 0;
2630} 2314}
2632/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2633 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2634 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2635 * from. 2319 * from.
2636 */ 2320 */
2637void 2321static void
2638remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2639{ 2323{
2640 object *next;
2641
2642 while (op) 2324 while (op)
2643 { 2325 {
2644 next = op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2327
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2329 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2655 } 2334 }
2656 else if (op->inv) 2335 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2337
2658 op = next; 2338 op = next;
2659 } 2339 }
2660} 2340}
2661 2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2347}
2662 2348
2663/* 2349/*
2664 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2352 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2363 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2365 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2366 else
2681 sprintf (buf, "%s\n", &op->name); 2367 sprintf (buf, "%s\n", &op->name);
2368
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2370 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2372 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2373 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2374 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2375
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2377 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2691 { 2379 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2380 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2381 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2382 strcat (buf2, buf);
2695 } 2383 }
2384
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2385 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2387 strcat (buf2, buf);
2388
2699 return buf2; 2389 return buf2;
2700} 2390}
2701
2702
2703 2391
2704void 2392void
2705do_some_living (object *op) 2393do_some_living (object *op)
2706{ 2394{
2707 int last_food = op->stats.food; 2395 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2401 int rate_grace = 2000;
2714 const int max_hp = 1; 2402 const int max_hp = 1;
2715 const int max_sp = 1; 2403 const int max_sp = 1;
2716 const int max_grace = 1; 2404 const int max_grace = 1;
2717 2405
2718 if (op->contr->outputs_sync) 2406 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2415 }
2416 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2417 {
2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2423 }
2724 2424
2725 if (op->contr->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2726 { 2426 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2428 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2429 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2430 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2431 else
2733 { 2432 {
2734 gen_hp = op->stats.maxhp; 2433 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2434 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2435 }
2436
2737 if (op->contr->gen_sp >= 0) 2437 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2438 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2439 else
2740 { 2440 {
2741 gen_sp = op->stats.maxsp; 2441 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2442 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2443 }
2444
2744 if (op->contr->gen_grace >= 0) 2445 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2446 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2447 else
2747 { 2448 {
2748 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2451 }
2751 2452
2752 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2455 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2457 if (op->stats.sp < op->stats.maxsp)
2757 { 2458 {
2758 op->stats.sp++; 2459 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2465 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2466 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2467 op->stats.food = last_food;
2767 } 2468 }
2768 } 2469 }
2470
2769 if (max_sp > 1) 2471 if (max_sp > 1)
2770 { 2472 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2473 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2474 if (over_sp > 0)
2773 { 2475 {
2774 if (op->stats.sp < op->stats.maxsp) 2476 if (op->stats.sp < op->stats.maxsp)
2775 { 2477 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2478 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2479
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2480 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2481 op->stats.sp--;
2482
2779 if (op->stats.sp > op->stats.maxsp) 2483 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2484 op->stats.sp = op->stats.maxsp;
2781 } 2485 }
2782 op->last_sp = 0; 2486 op->last_sp = 0;
2783 } 2487 }
2784 else 2488 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2489 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2490 }
2789 else 2491 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2493 }
2794 2494
2795 /* Regenerate Grace */ 2495 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2496 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2497 if (--op->last_grace < 0)
2798 { 2498 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2499 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2500 op->stats.grace++; /* no penalty in food for regaining grace */
2501
2801 if (max_grace > 1) 2502 if (max_grace > 1)
2802 { 2503 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2504 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2505 if (over_grace > 0)
2805 { 2506 {
2833 op->stats.food += op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2536 op->stats.food = last_food;
2836 } 2537 }
2837 } 2538 }
2539
2838 if (max_hp > 1) 2540 if (max_hp > 1)
2839 { 2541 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2542 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2543 if (over_hp > 0)
2842 { 2544 {
2855 } 2557 }
2856 2558
2857 /* Digestion */ 2559 /* Digestion */
2858 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2859 { 2561 {
2860#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -op->contr->digestion);
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2564
2867 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2869 else 2566
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871 /* dms do not consume food */ 2567 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2569 op->stats.food--;
2874 } 2570 }
2875 }
2876 2571
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2573 {
2879 object *tmp, *flesh = NULL; 2574 object *tmp, *flesh = 0;
2880 2575
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2576 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2577 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2578 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2579 {
2580 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2581 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2583 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2584 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2585 break;
2891 } 2586 }
2892 else if (tmp->type == FLESH) 2587 else if (tmp->type == FLESH)
2893 flesh = tmp; 2588 flesh = tmp;
2894 } /* End if paid for object */ 2589 } /* End if paid for object */
2895 } /* end of for loop */ 2590 } /* end of for loop */
2591
2896 /* If player is still starving, it means they don't have any food, so 2592 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2593 * eat flesh instead.
2898 */ 2594 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2595 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2596 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2597 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2598 manual_apply (op, flesh, 0);
2903 } 2599 }
2904 } /* end if player is starving */ 2600 }
2905 2601
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2602 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2603 op->stats.food++, op->stats.hp--;
2908 2604
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2605 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2606 kill_player (op);
2607 }
2911} 2608}
2912
2913
2914 2609
2915/* If the player should die (lack of hp, food, etc), we call this. 2610/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2611 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2612 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2613 * file.
2936 object *tmp; 2631 object *tmp;
2937 2632
2938 if (save_life (op)) 2633 if (save_life (op))
2939 return; 2634 return;
2940 2635
2941
2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2943 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2944 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2945 */ 2639 */
2946 if (op_on_battleground (op, &x, &y)) 2640 if (op_on_battleground (op, &x, &y))
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2643 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2644
2951 /* restore player */ 2645 /* restore player */
2952 at = archetype::find ("poisoning"); 2646 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2648 {
2956 tmp->destroy (); 2649 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2650 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2651 }
2959 2652
2960 at = archetype::find ("confusion"); 2653 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2655 {
2964 tmp->destroy (); 2656 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2657 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2658 }
2967 2659
2969 op->stats.hp = op->stats.maxhp; 2661 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2662 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2663 op->stats.food = 999;
2972 2664
2973 /* create a bodypart-trophy to make the winner happy */ 2665 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2666 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2667 {
2977 sprintf (buf, "%s's finger", &op->name); 2668 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2669 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2670 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2671 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2673 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2674 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2675 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2676 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2677 }
2988 2678
2989 /* teleport defeated player to new destination */ 2679 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2680 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2681 op->contr->braced = 0;
2996 2686
2997 command_kill_pets (op, 0); 2687 command_kill_pets (op, 0);
2998 2688
2999 if (op->stats.food < 0) 2689 if (op->stats.food < 0)
3000 { 2690 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2691 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2692 strcpy (op->contr->killer, "starvation");
3010 } 2693 }
3011 else 2694 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2695 sprintf (buf, "%s died.", &op->name);
3021 } 2696
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2697 op->contr->play_sound (sound_find ("player_dies"));
3023 2698
3024 /* save the map location for corpse, gravestone */ 2699 /* save the map location for corpse, gravestone */
3025 x = op->x; 2700 x = op->x;
3026 y = op->y; 2701 y = op->y;
3027 map = op->map; 2702 map = op->map;
3028 2703
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2704 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2705 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2706 * See the config.h file for a little more in depth detail about this.
3035 */ 2707 */
3036 2708
3037 /* Basically two ways to go - remove a stat permanently, or just 2709 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2710 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2711 * of death.
3040 */ 2712 */
3041#ifndef COZY_SERVER 2713#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2714 if (settings.balanced_stat_loss)
3043 { 2715 {
3044 /* If stat loss is permanent, lose one stat only. */ 2716 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2717 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2718 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2719 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2720 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2721 little bit harder. */
3050 /* GD */ 2722 /* GD */
3051 if (settings.stat_loss_on_death) 2723 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2724 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2725 else
3057 { 2726 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 }
2728 else
3058 num_stats_lose = 1; 2729 num_stats_lose = 1;
3059 } 2730
3060 lost_a_stat = 0; 2731 lost_a_stat = 0;
3061 2732
3062 for (z = 0; z < num_stats_lose; z++) 2733 for (z = 0; z < num_stats_lose; z++)
3063 { 2734 {
3064 i = RANDOM () % NUM_STATS; 2735 i = RANDOM () % NUM_STATS;
3065 2736
3066 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
2738 {
2739 /* Pick a random stat and take a point off it. Tell the player
2740 * what he lost.
2741 */
2742 change_attr_value (&(op->stats), i, -1);
2743 check_stat_bounds (&(op->stats));
2744 change_attr_value (&(op->contr->orig_stats), i, -1);
2745 check_stat_bounds (&(op->contr->orig_stats));
2746 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2747 lost_a_stat = 1;
2748 }
2749 else
2750 {
2751 /* deplete a stat */
2752 archetype *deparch = archetype::find ("depletion");
2753 object *dep;
2754
2755 dep = present_arch_in_ob (deparch, op);
2756 if (!dep)
3067 { 2757 {
3068 /* Pick a random stat and take a point off it. Tell the player 2758 dep = arch_to_object (deparch);
3069 * what he lost. 2759 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2760 }
3078 else 2761 lose_this_stat = 1;
2762 if (settings.balanced_stat_loss)
3079 { 2763 {
3080 /* deplete a stat */ 2764 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2765 /* Get the stat that we're about to deplete. */
3082 object *dep; 2766 this_stat = get_attr_value (&(dep->stats), i);
3083 2767 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2768 {
3087 dep = arch_to_object (deparch); 2769 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2770 int keep_chance = this_stat * this_stat;
3089 } 2771
3090 lose_this_stat = 1; 2772 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2773 if (keep_chance < 1)
2774 keep_chance = 1;
2775
2776 /* There is a maximum depletion total per level. */
2777 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2778 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2779 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2780 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2781 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2782 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2783 else
3132 if (this_stat >= -50)
3133 { 2784 {
3134 change_attr_value (&(dep->stats), i, -1); 2785 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2786 lose_this_stat = 0;
2787 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2788 this_stat, keep_chance, loss_chance,
2789 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2790 }
3140 } 2791 }
3141 } 2792 }
2793
2794 if (lose_this_stat)
2795 {
2796 this_stat = get_attr_value (&(dep->stats), i);
2797 /* We could try to do something clever like find another
2798 * stat to reduce if this fails. But chances are, if
2799 * stats have been depleted to -50, all are pretty low
2800 * and should be roughly the same, so it shouldn't make a
2801 * difference.
2802 */
2803 if (this_stat >= -50)
2804 {
2805 change_attr_value (&(dep->stats), i, -1);
2806 SET_FLAG (dep, FLAG_APPLIED);
2807 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2808 op->update_stats ();
2809 lost_a_stat = 1;
2810 }
3142 } 2811 }
2812 }
2813 }
3143 /* If no stat lost, tell the player. */ 2814 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2815 if (!lost_a_stat)
3145 { 2816 {
3146 /* determine_god() seems to not work sometimes... why is this? 2817 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2818 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2819 const char *god = determine_god (op);
3149 2820
3150 if (god && (strcmp (god, "none"))) 2821 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2822 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2823 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2825 }
3155#else 2826#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2827 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2828#endif
3158 2829
3159 /* Put a gravestone up where the character 'almost' died. List the 2830 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2831 * exp loss on the stone.
3161 */ 2832 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2833 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2834 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2835 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2836 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2837 tmp->name_pl = buf;
3167 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); 2838 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);
3168 tmp->msg = buf; 2839 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2840 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2841 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2842
3172 /**************************************/ 2843 /**************************************/
3173 /* */ 2844 /* */
3174 /* Subtract the experience points, */ 2845 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2846 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2847 /* food, and reset HP's... */
3177 /* */ 2848 /* */
3178 /**************************************/ 2849 /**************************************/
3179 2850
3180 /* remove any poisoning and confusion the character may be suffering. */ 2851 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2852 /* restore player */
3182 at = archetype::find ("poisoning"); 2853 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2854 tmp = present_arch_in_ob (at, op);
3184 2855
3185 if (tmp) 2856 if (tmp)
3186 { 2857 {
3187 tmp->destroy (); 2858 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2859 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2860 }
3190 2861
3191 at = archetype::find ("confusion"); 2862 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2864 if (tmp)
3194 { 2865 {
3195 tmp->destroy (); 2866 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2867 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2868 }
3198 2869
3199 cure_disease (op, 0); /* remove any disease */ 2870 cure_disease (op, 0); /* remove any disease */
3200 2871
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2872 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2873 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2874 if (op->stats.food < 100)
3204 op->stats.food = 900; 2875 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2876 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2877 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2878 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2879
3209 /* 2880 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2881 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2882 * and put them back in the map.
3212 * in the map. 2883 */
3213 */ 2884 op->drop_unpaid_items ();
3214 2885
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2886 /****************************************/
3219 /* */ 2887 /* */
3220 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
3222 /* */ 2890 /* */
3223 /****************************************/ 2891 /****************************************/
3224 2892
3225 enter_player_savebed (op); 2893 enter_player_savebed (op);
3226 2894
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2895 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2896
3233 /* it is possible that the player has blown something up 2897 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2898 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2899 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2900 * on the space that might harm the player.
3237 */ 2901 */
3238 will_kill_again = 0; 2902 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2903 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2904 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2905 will_kill_again |= tmp->attacktype;
3242 2906
3243 if (will_kill_again) 2907 if (will_kill_again)
3244 { 2908 {
3245 object *force; 2909 object *force;
3246 int at; 2910 int at;
3247 2911
3248 force = get_archetype (FORCE_NAME); 2912 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2913 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2914 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2915 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2916 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2917 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2918 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2919 force->resist[at] = 100;
3256 2920
3257 insert_ob_in_ob (force, op); 2921 insert_ob_in_ob (force, op);
3258 fix_player (op); 2922 op->update_stats ();
3259 2923
3260 } 2924 }
3261 2925
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2926 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2927}
3331
3332 2928
3333void 2929void
3334loot_object (object *op) 2930loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2931{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2932 object *tmp, *tmp2, *next;
3337 2933
3338 if (op->container) 2934 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2935
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2936 for (tmp = op->inv; tmp; tmp = next)
3344 { 2937 {
3345 next = tmp->below; 2938 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2939
2940 if (tmp->invisible)
3347 continue; 2941 continue;
2942
3348 tmp->remove (); 2943 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
2945
3350 if (tmp->type == CONTAINER) 2946 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2947 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2948
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2949 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2950 {
3356 if (tmp->nrof > 1) 2951 if (tmp->nrof > 1)
3357 { 2952 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2953 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2954 tmp2->destroy ();
3370/* 2965/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2966 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2967 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2968 * was changed.
3374 */ 2969 */
3375
3376void 2970void
3377fix_weight (void) 2971fix_weight (void)
3378{ 2972{
3379 player *pl; 2973 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2974 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2975 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2976
3385 if (old == sum) 2977 if (old == sum)
3386 continue; 2978 continue;
3387 fix_player (pl->ob); 2979 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2980 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2981 }
3390} 2982}
3391 2983
3392void 2984void
3393fix_luck (void) 2985fix_luck (void)
3394{ 2986{
3395 player *pl; 2987 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2988 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2989 pl->ob->change_luck (0);
3400} 2990}
3401
3402 2991
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2992/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2993 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2994 * just treat this as any other spell casting object.
3406 */ 2995 */
3407
3408void 2996void
3409cast_dust (object *op, object *throw_ob, int dir) 2997cast_dust (object *op, object *throw_ob, int dir)
3410{ 2998{
3411 object *skop, *spob; 2999 object *skop, *spob;
3412 3000
3446 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3447 { 3035 {
3448 op->contr->tmp_invis = 0; 3036 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3037 op->contr->invis_race = 0;
3450 } 3038 }
3039
3451 update_object (op, UP_OBJ_FACE); 3040 update_object (op, UP_OBJ_CHANGE);
3452} 3041}
3453 3042
3454int 3043int
3455is_true_undead (object *op) 3044is_true_undead (object *op)
3456{ 3045{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 3047 return 1;
3461 3048
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3049 return 0;
3468} 3050}
3469 3051
3470/* look at the surrounding terrain to determine 3052/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3053 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3099 */
3518
3519void 3100void
3520do_hidden_move (object *op) 3101do_hidden_move (object *op)
3521{ 3102{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3104 object *skop;
3527 3108
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3109 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3110
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3111 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3112 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3113 if (!skop || num >= skop->level)
3534 { 3114 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3115 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3116 make_visible (op);
3537 return; 3117 return;
3538 } 3118 }
3539 else 3119 else
3540 num += 20; 3120 num += 20;
3541 } 3121
3542 num += op->map->difficulty; 3122 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3123 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3124 num -= hide;
3125
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3126 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3127 {
3547 make_visible (op); 3128 make_visible (op);
3548 if (op->type == PLAYER) 3129 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3131 }
3551 else if (op->type == PLAYER && skop) 3132 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3133 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3134}
3556 3135
3557/* determine if who is standing near a hostile creature. */ 3136/* determine if who is standing near a hostile creature. */
3558 3137
3559int 3138int
3586 if (mflags & P_OUT_OF_MAP) 3165 if (mflags & P_OUT_OF_MAP)
3587 continue; 3166 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3167 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3168 continue;
3590 3169
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3170 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3171 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3172 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3173 return 1;
3595 else if (tmp->type == PLAYER) 3174 else if (tmp->type == PLAYER)
3596 { 3175 {
3626 if (pl->type != PLAYER) 3205 if (pl->type != PLAYER)
3627 { 3206 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3207 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3208 return -1;
3630 } 3209 }
3210
3631 if (!pl || !op) 3211 if (!pl || !op)
3632 return 0; 3212 return 0;
3633 3213
3634 if (op->head)
3635 {
3636 op = op->head; 3214 op = op->head_ ();
3637 } 3215
3638 get_rangevector (pl, op, &rv, 0x1); 3216 get_rangevector (pl, op, &rv, 0x1);
3639 3217
3640 /* starting with the 'head' part, lets loop 3218 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3219 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3220 * part that is in the los array but isnt on
3643 * a blocked los square. 3221 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3645 */ 3223 */
3646 while (op) 3224 while (op)
3647 { 3225 {
3648 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3650 3228
3651 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3231 * for any meaningful values.
3654 */ 3232 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3233 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3234 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3235 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3236 return 1;
3659 op = op->more; 3237 op = op->more;
3660 } 3238 }
3661 return 0; 3239 return 0;
3662} 3240}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3337 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3338 int i = 0, j = 0;
3761 3339
3762 /* get the appropriate treasurelist */ 3340 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3341 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3342 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3343 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3344 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3345 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3346 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3347 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3348 trlist = treasurelist::find ("dragon_ability_poison");
3771 3349
3772 if (trlist == NULL || who->type != PLAYER) 3350 if (trlist == NULL || who->type != PLAYER)
3773 return; 3351 return;
3774 3352
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3353 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3354
3777 if (tr == NULL || tr->item == NULL) 3355 if (!tr || !tr->item)
3778 { 3356 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3358 return;
3781 } 3359 }
3782 3360
3783 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3362 item = tr->item;
3785 3363
3786 if (item->type == SPELL) 3364 if (item->type == SPELL)
3787 { 3365 {
3788 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3789 return; 3367 return;
3848 { 3426 {
3849 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3428 object *skin;
3851 3429
3852 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ;
3433
3854 if (skin == NULL) 3434 if (!skin)
3855 return; 3435 return;
3856 3436
3857 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3439 {
3904 * not readied. 3484 * not readied.
3905 */ 3485 */
3906void 3486void
3907player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3908{ 3488{
3909 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3910 3491
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3912 { 3493 pl->combat_ob = 0;
3494
3913 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3914 { 3496 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines