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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.162 by root, Thu Aug 23 17:13:04 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 (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
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
394 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop.
397 */
398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
400 object *tmp = ol->ob;
401
402 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared.
404 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406 ol = ol->next;
407 remove_friendly_object (tmp);
408 if (!ol)
409 return op;
410 }
411
412 /* Remove special check for player from this. First, it looks to cause
413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
414 * complicated method of state checking would be needed in any case -
415 * as it was, a clever player could type quit, and the function would
416 * skip them over while waiting for confirmation. Remove
417 * on_same_map check, as can_detect_enemy also does this
418 */
419 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 431 continue;
421 432
422 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
423 { 434 {
424 op = ol->ob; 435 op = ol->ob;
425 lastdist = rv.distance; 436 lastdist = rv.distance;
426 } 437 }
427 } 438 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 439
429 { 440 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
434 { 443 {
435 op = pl->ob; 444 op = pl->ob;
436 lastdist = rv.distance; 445 lastdist = rv.distance;
437 } 446 }
438 } 447
439 }
440#if 0 448#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 450#endif
443 return op; 451 return op;
444} 452}
462 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 472 * is probably not a good thing.
465 */ 473 */
466#define MAX_SPACES 50 474#define MAX_SPACES 50
467
468 475
469/* 476/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 510 x = mon->x;
504 y = mon->y; 511 y = mon->y;
505 m = mon->map; 512 m = mon->map;
506 dir = rv.direction; 513 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 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); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
509 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 518 if (diff > max)
511 return 0; 519 return 0;
520
512 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
513 { 522 {
514 lastx = x; 523 lastx = x;
515 lasty = y; 524 lasty = y;
516 lastmap = m; 525 lastmap = m;
598 max--; 607 max--;
599 lastdir = dir; 608 lastdir = dir;
600 if (!firstdir) 609 if (!firstdir)
601 firstdir = dir; 610 firstdir = dir;
602 } 611 }
612
603 if (diff <= 1) 613 if (diff <= 1)
604 { 614 {
605 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 616 * headed toward player for entire distance.
607 */ 617 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 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); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 620 }
621
611 if (diff > max) 622 if (diff > max)
612 return 0; 623 return 0;
613 } 624 }
625
614 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
615 if (!max) 627 if (!max)
616 return 0; 628 return 0;
617 629
618 return firstdir; 630 return firstdir;
711 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
712 link_player_skills (pl); 724 link_player_skills (pl);
713} 725}
714 726
715void 727void
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) 728get_party_password (object *op, partylist *party)
800{ 729{
801 if (party == NULL) 730 if (party == NULL)
802 { 731 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 733 return;
805 } 734 }
735
806 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 740}
811
812 741
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 743static int
815roll_stat (void) 744roll_stat (void)
816{ 745{
817 int a[4], i, j, k; 746 int a[4], i, j, k;
818 747
819 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
821 750
822 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 752 if (a[i] < k)
824 k = a[i], j = i; 753 k = a[i], j = i;
825 754
826 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 756 if (i != j)
829 k += a[i]; 757 k += a[i];
830 } 758
831 return k; 759 return k;
832} 760}
833 761
834void 762void
835roll_stats (object *op) 763object::roll_stats ()
836{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
837 int sum = 0; 769 int sum = 0;
838 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
840 772
841 do 773 if (sum >= 82 && sum <= 116)
774 break;
842 { 775 }
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);
853 776
854 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 778 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;
862 779
863 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
864 do 781 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);
879 782
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; 783 stats.exp = 0;
899 op->stats.ac = 0; 784 stats.ac = 0;
900 785
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; 786 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
909 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
910} 798}
911 799
912void 800void
913Roll_Again (object *op) 801object::swap_stats (int a, int b)
914{ 802{
915 esrv_new_player (op->contr, 0); 803 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}
919 804
920void 805 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828}
829
830static void
831start_info (object *op)
922{ 832{
923 signed char tmp;
924 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
925 834
926 if (op->contr->Swap_First == -1) 835 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); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 837 //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); 838 //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} 839}
1041 840
1042/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1046 * not the class. 845 * not the class.
1047 */ 846 */
1048 847void
1049int 848player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 849{
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 */ 850 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 852
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 854 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
1070 856
1071 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1073 859
1074 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1075 861
1076 if (op->msg) 862 if (ob->msg)
1077 op->msg = NULL; 863 ob->msg = 0;
1078 864
1079 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1080 * to save here. 866 * to save here.
1081 */ 867 */
868 {
869 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1084 873
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 874 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 877 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1093 fix_player (op); 879 ob->update_stats ();
1094 880
1095 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1096 * is one for this race 882 * is one for this race
1097 */ 883 */
1098 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1099 { 885 {
1100 object *tmp; 886 object *tmp;
1101 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1102 888
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 890 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1110 * default initial map */ 896 * default initial map */
1111 tmp->destroy (); 897 tmp->destroy ();
1112 } 898 }
1113 else 899 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 901}
1117 return 0;
1118 }
1119 902
903void
904player::chargen_race_next ()
905{
1120 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1122 */ 908 */
1123 909
1124 tmp_loop = 0; 910 do
1125 while (!tmp_loop)
1126 { 911 {
1127 shstr name = op->name; 912 shstr name = ob->name;
1128 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1129 914
1130 remove_statbonus (op); 915 ob->remove_statbonus ();
1131 op->remove (); 916 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
1134 op->instantiate (); 919 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1137 op->x = x; 922 ob->x = x;
1138 op->y = y; 923 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 927 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 928 }
929 while (!allowed_class (ob));
1145 930
1146 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 933 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 936 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} 937}
1208 938
1209void 939void
1210flee_player (object *op) 940flee_player (object *op)
1211{ 941{
1241 { 971 {
1242 op->enemy = NULL; 972 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 974 return;
1245 } 975 }
976
1246 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1247 978
1248 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1250 { 981 {
1251 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1252 983
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 985 return;
1256 }
1257 } 986 }
987
1258 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 990 op->enemy = NULL;
1261} 991}
1262 992
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* 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 994 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 995 * stop.
1267 */ 996 */
1268int 997int
1269check_pick (object *op) 998check_pick (object *op)
1270{ 999{
1271 object *tmp, *next; 1000 object *tmp, *next;
1272 int stop = 0; 1001 int stop = 0;
1273 int j, k, wvratio; 1002 int wvratio;
1274 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1275 1004
1276 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1278 return 1; 1007 return 1;
1279 1008
1347 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 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)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1079 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 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)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 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 } 1084 }
1085
1384 /* philosophy: 1086 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1087 * 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 1088 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1090 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1091 * example.
1390 * The drawback: right now it has no frontend, so you need to 1092 * 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 1093 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1459 pick_up (op, tmp); 1161 pick_up (op, tmp);
1460 continue; 1162 continue;
1461 } 1163 }
1462 1164
1463 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1465 { 1167 {
1466 pick_up (op, tmp); 1168 pick_up (op, tmp);
1467 continue; 1169 continue;
1468 } 1170 }
1469 1171
1577 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1281 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1283 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1286 {
1585 pick_up (op, tmp); 1287 pick_up (op, tmp);
1586 continue; 1288 continue;
1587 } 1289 }
1588 } 1290 }
1589 1291
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1293 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1295 {
1594 pick_up (op, tmp); 1296 pick_up (op, tmp);
1595 continue; 1297 continue;
1596 } 1298 }
1597 } 1299 }
1622 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1623 { 1325 {
1624 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1625 } 1327 }
1626 else 1328 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1332#endif
1631 continue; 1333 continue;
1632 } 1334 }
1643 * found object is returned. 1345 * found object is returned.
1644 */ 1346 */
1645object * 1347object *
1646find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1647{ 1349{
1648 object *tmp = NULL; 1350 object *tmp = 0;
1649 1351
1650 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1654 return op; 1356 return op;
1357
1655 return tmp; 1358 return tmp;
1656} 1359}
1657 1360
1658/* 1361/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * 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 1363 * 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 1364 * 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. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1366 */
1664
1665object * 1367object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1369{
1668 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1702 else 1404 else
1703 { 1405 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1407 {
1706 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1411 {
1710 tmp = arrow; 1412 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1414 }
1713 } 1415 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1417 {
1716 tmp = arrow; 1418 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1438 * op = the shooter
1737 * type = bow->race 1439 * type = bow->race
1738 * dir = fire direction 1440 * dir = fire direction
1739 */ 1441 */
1740
1741object * 1442object *
1742pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1743{ 1444{
1744 object *tmp = NULL; 1445 object *tmp = NULL;
1745 maptile *m; 1446 maptile *m;
1810 */ 1511 */
1811int 1512int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1514{
1814 object *left, *bow; 1515 object *left, *bow;
1815 int bowspeed, mflags; 1516 int mflags;
1816 maptile *m; 1517 maptile *m;
1817 1518
1818 if (!dir) 1519 if (!dir)
1819 { 1520 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1522 return 0;
1822 } 1523 }
1823 if (op->type == PLAYER) 1524
1824 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1825 else 1527 else
1826 { 1528 {
1827 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* 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. 1531 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1536 if (!bow)
1835 { 1537 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1539 return 0;
1838 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1839 } 1549 }
1550
1840 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1841 { 1552 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1554 return 0;
1844 } 1555 }
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 1556
1854 if (arrow == NULL) 1557 if (arrow == NULL)
1855 { 1558 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1560 {
1858 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 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 */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1564 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1863 return 0; 1567 return 0;
1864 } 1568 }
1865 } 1569 }
1570
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1573 return 0;
1870 } 1574
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1576 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1578 return 0;
1875 } 1579 }
1881 return 0; 1585 return 0;
1882 } 1586 }
1883 1587
1884 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1590 if (!arrow)
1887 { 1591 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1593 return 0;
1890 } 1594 }
1595
1891 arrow->set_owner (op); 1596 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1598 arrow->direction = dir;
1895 arrow->x = sx; 1599
1896 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1632
1898 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1899 { 1634 {
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; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1933 } 1642 }
1934 else 1643 else
1935 { 1644 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1645 arrow->level = op->level;
1938 } 1646 arrow->stats.wc -= bow->magic;
1939 1647
1940 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1941 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1942 1653
1943 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1656
1946 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1660
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1951 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1952 1663
1953 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1665 move_arrow (arrow);
1955 1666
1956 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1976{ 1687{
1977 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1978 1689
1979 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1980 { 1691 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1693 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1695 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1697 wcmod = -1;
1698
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1700 }
1989 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
1990 { 1702 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1708 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 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); 1710 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); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1712 }
2002 else 1713 else
2003 { 1714 {
2004 /* Simple case */ 1715 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1717 }
1718
2007 return ret; 1719 return ret;
2008} 1720}
2009
2010 1721
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
2013 */ 1724 */
2014void 1725void
2015fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
2016{ 1727{
2017 object *item; 1728 object *item = op->contr->ranged_ob;
2018 1729
2019 if (!op->contr->ranges[range_misc]) 1730 if (!item)
2020 { 1731 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1733 return;
2023 } 1734 }
2024 1735
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1736 if (!item->inv)
2027 { 1737 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1739 return;
2030 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2031 if (item->type == WAND) 1745 if (item->type == WAND)
2032 { 1746 {
2033 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2034 { 1748 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 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)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
2037 return; 1752 return;
2038 } 1753 }
2039 } 1754 }
2040 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2041 { 1756 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1758 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2045 if (item->type == ROD) 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1763 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
2049 return; 1766 return;
2050 } 1767 }
2051 } 1768 }
2052 1769
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2060 object *tmp; 1777 object *tmp;
2061 1778
2062 if (item->arch) 1779 if (item->arch)
2063 { 1780 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2066 item->speed = 0; 1783 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1784 }
1785
2069 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1788 }
2072 } 1789 }
2073 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1791 drain_rod_charge (item);
2076 }
2077 } 1792 }
2078} 1793}
2079 1794
2080/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2081 */ 1796 */
2082void 1797bool
2083fire (object *op, int dir) 1798fire (object *op, int dir)
2084{ 1799{
2085 int spellcost = 0; 1800 int spellcost = 0;
2086 1801
2087 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2089 make_visible (op); 1804 make_visible (op);
2090 1805
2091 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
2092 { 1812 }
2093 case range_none:
2094 return;
2095 1813
2096 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
2097 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2098 return; 1831 break;
2099 1832
2100 case range_magic: /* Casting spells */ 1833 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1835 break;
2103 1836
2104 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
2105 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2106 return; 1847 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 } 1848 }
2134}
2135 1849
2136 1850 return true;
1851}
2137 1852
2138/* find_key 1853/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1854 * 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 1855 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1858 * pl is the player,
2144 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2147 */ 1862 */
2148
2149object * 1863object *
2150find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2151{ 1865{
2152 object *tmp, *key; 1866 object *tmp, *key;
2153 1867
2154 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1869 if (!container->inv)
2156 return NULL; 1870 return 0;
2157 1871
2158 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1874 {
2161 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1876 break;
2163 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2165 */ 1879 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1881 break;
2168 } 1882 }
1883
2169 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1885 /* 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 1886 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1887 * a key, return
2173 */ 1888 */
2174 if (!tmp) 1889 if (!tmp)
2175 { 1890 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1892 {
2178 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1895 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2182 return key; 1897 return key;
2183 } 1898 }
2184 } 1899 }
1900
2185 if (!tmp) 1901 if (!tmp)
2186 return NULL; 1902 return NULL;
2187 } 1903 }
1904
2188 /* We get down here if we have found a key. Now if its in a container, 1905 /* 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 1906 * see if we actually want to use it
2190 */ 1907 */
2191 if (pl != container) 1908 if (pl != container)
2192 { 1909 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 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)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1932 return NULL;
2216 } 1933 }
2217 } 1934 }
1935
2218 return tmp; 1936 return tmp;
2219} 1937}
2220 1938
2221/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1942 * 0 otherwise
2225 */ 1943 */
2226static int 1944static int
2227player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2228{ 1946{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* 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 - 1948 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2233 */ 1950 */
2234 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2235 1952
2236 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2237 if (key) 1954 if (key)
2238 { 1955 {
2239 object *container = key->env; 1956 object *container = key->env;
2240 1957
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2243 make_visible (op); 1959 make_visible (op);
1960
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2246 if (door->type == DOOR) 1964 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2251 { 1967 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 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 ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1970 }
1971
2255 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2258 if (container != op) 1975 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2260 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2261 } 1979 }
2262 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2263 { 1981 {
2264 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 1984 return 1;
2267 } 1985 }
1986
2268 return 0; 1987 return 0;
2269} 1988}
2270 1989
2271/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2276 */ 1995 */
2277 1996bool
2278void
2279move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2280{ 1998{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 1999 int on_battleground;
2284 maptile *m;
2285 2000
2286 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2288 2003
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2290 2014
2291 /* If braced, or can't move to the square, and it is not out of the 2015 /* 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 2016 * 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 2017 * 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 2018 * 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 2019 * 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 2020 * 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 2021 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2022 * move_ob uses.
2299 */ 2023 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 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 2025
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 2026 /* 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. 2027 * 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 2028 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2029 * on the space
2322 */ 2030 */
2323 while (tmp != NULL) 2031 object *mon;
2324 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2033 {
2326 { 2034 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2328 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2037 && mon != op)
2334 break; 2038 break;
2335 } 2039 }
2336 2040
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 */ 2041 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2042 return false; /* into a wall */
2345 2043
2346 if (mon->head != NULL)
2347 mon = mon->head; 2044 mon = mon->head_ ();
2348 2045
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2351 return; 2051 return true;
2052 }
2352 2053
2353 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2059 * and thus will not push them.
2359 */ 2060 */
2360 2061
2361 /* If the creature is a pet, push it even if the player is not 2062 /* 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 2063 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2364 */ 2065 */
2365 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2069 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2071 {
2375 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2073 if (op->contr->braced)
2377 return; 2074 return false;
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2380 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2084 make_visible (op);
2085
2382 return; 2086 return true;
2383 } 2087 }
2088 else
2089 return false;
2090 }
2384 2091
2385 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2095 * attack them either.
2389 */ 2096 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2393 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2101 && !on_battleground))
2395 && mon->contr-> 2102 {
2396 peaceful)) && 2103 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2104 {
2105 --op->speed_left;
2106
2402 if (!op->contr->braced) 2107 if (!op->contr->braced)
2403 { 2108 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2405 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2406 } 2111 }
2407 else 2112 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2114
2411 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2116 make_visible (op);
2413 }
2414 2117
2118 return true;
2119 }
2120 }
2415 /* If the object is a boulder or other rollable object, then 2121 /* 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. 2122 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2123 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2419 { 2127 {
2128 --op->speed_left;
2129
2420 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2422 make_visible (op); 2132 make_visible (op);
2423 }
2424 2133
2134 return true;
2135 }
2136 }
2425 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2138 * 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: 2139 * 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 2140 * 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. 2141 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2142 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 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))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2145 {
2435 2146 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 { 2147 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2444 2149
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); 2150 skill_attack (mon, op, 0, 0, 0);
2449 2151
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)) 2152 if (action_makes_visible (op))
2464 make_visible (op); 2153 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2154
2469int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2470move_player (object *op, int dir) 2163move_player (object *op, int dir)
2471{ 2164{
2472 int pick; 2165 int pick;
2473 2166
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2168 return 0;
2476 2169
2477 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2479 { 2172 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2174 return 0;
2482 } 2175 }
2483 2176
2484 /* peterm: added following line */ 2177 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2180
2488 op->facing = dir; 2181 op->facing = dir;
2489 2182
2490 if (op->hide) 2183 if (op->hide)
2491 do_hidden_move (op); 2184 do_hidden_move (op);
2492 2185
2186 bool retval;
2187
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2189 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2496 fire (op, dir); 2191 retval = fire (op, dir);
2497 else 2192 else
2498 { 2193 {
2499 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2195 pick = check_pick (op);
2501 } 2196 }
2502 2197
2503 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2199 * server can handle repeat firing.
2505 */ 2200 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2202 op->direction = dir;
2509 }
2510 else 2203 else
2511 {
2512 op->direction = 0; 2204 op->direction = 0;
2513 } 2205
2514 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2208 * for players.
2517 */ 2209 */
2518 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2519 return 0; 2211
2212 return retval;
2520} 2213}
2521 2214
2522/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2216 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2218 * the new speed values for commands.
2526 * 2219 *
2527 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2528 */ 2223 */
2529int 2224bool
2530handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2531{ 2226{
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)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2228 {
2554 flee_player (op); 2229 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 { 2230 {
2558 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2559 return 0; 2234 return true;
2560 } 2235 }
2236 else
2237 return false;
2561 } 2238 }
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 2239
2571 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2242 * called, so we recheck it here.
2574 */ 2243 */
2575 HandleClient (&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2245 return true;
2578 2246
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 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); 2248 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2249
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2250 return false;
2595} 2251}
2596 2252
2597int 2253int
2598save_life (object *op) 2254save_life (object *op)
2599{ 2255{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2257 return 0;
2604 2258
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2261 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 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)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2264
2611 if (op->contr) 2265 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2613 2267
2618 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2619 2273
2620 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2621 op->stats.food = 999; 2275 op->stats.food = 999;
2622 2276
2623 fix_player (op); 2277 op->update_stats ();
2624 return 1; 2278 return 1;
2625 } 2279 }
2280
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2284 return 0;
2630} 2285}
2632/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* 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 2288 * 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 2289 * function will descend into containers. op is the object to start the search
2635 * from. 2290 * from.
2636 */ 2291 */
2637void 2292static void
2638remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2639{ 2294{
2640 object *next;
2641
2642 while (op) 2295 while (op)
2643 { 2296 {
2644 next = op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2298
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2300 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2655 } 2305 }
2656 else if (op->inv) 2306 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2308
2658 op = next; 2309 op = next;
2659 } 2310 }
2660} 2311}
2661 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2662 2319
2663/* 2320/*
2664 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2337 else
2681 sprintf (buf, "%s\n", &op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2341 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2344 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2348 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2691 { 2350 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2353 strcat (buf2, buf);
2695 } 2354 }
2355
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2699 return buf2; 2360 return buf2;
2700} 2361}
2701
2702
2703 2362
2704void 2363void
2705do_some_living (object *op) 2364do_some_living (object *op)
2706{ 2365{
2707 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2372 int rate_grace = 2000;
2714 const int max_hp = 1; 2373 const int max_hp = 1;
2715 const int max_sp = 1; 2374 const int max_sp = 1;
2716 const int max_grace = 1; 2375 const int max_grace = 1;
2717 2376
2718 if (op->contr->outputs_sync) 2377 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 } 2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2724 2395
2725 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2726 { 2397 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2402 else
2733 { 2403 {
2734 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2406 }
2407
2737 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2410 else
2740 { 2411 {
2741 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2414 }
2415
2744 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2418 else
2747 { 2419 {
2748 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2422 }
2751 2423
2752 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2755 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)
2757 {
2758 op->stats.sp++;
2759 /* dms do not consume food */
2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2761 {
2762 op->stats.food--;
2763 if (op->contr->digestion < 0)
2764 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food;
2767 }
2768 }
2769 if (max_sp > 1)
2770 {
2771 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0)
2773 {
2774 if (op->stats.sp < op->stats.maxsp)
2775 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--;
2779 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp;
2781 }
2782 op->last_sp = 0;
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 }
2794
2795 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2798 { 2427 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2801 if (max_grace > 1) 2431 if (max_grace > 1)
2802 { 2432 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2434 if (over_grace > 0)
2805 { 2435 {
2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2818 } 2448 }
2819 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2820 } 2450 }
2821 2451
2452 if (op->stats.food > 0)
2453 {
2822 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2823 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2824 {
2825 if (op->stats.hp < op->stats.maxhp)
2826 { 2456 {
2827 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2828 /* dms do not consume food */ 2458
2829 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2830 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2831 op->stats.food--; 2466 op->stats.food--;
2467
2832 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2833 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2836 } 2473 }
2837 } 2474
2838 if (max_hp > 1) 2475 if (max_sp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 { 2476 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2844 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2845 } 2495 }
2846 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2847 { 2504 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2849 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2530 }
2851 else 2531 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 } 2533 }
2855 } 2534 }
2856 2535
2857 /* Digestion */ 2536 /* Digestion */
2858 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2859 { 2538 {
2860#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 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 2541
2867 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2869 else 2543
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871 /* dms do not consume food */ 2544 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2546 op->stats.food--;
2874 } 2547 }
2875 }
2876 2548
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2550 {
2879 object *tmp, *flesh = NULL; 2551 object *tmp, *flesh = 0;
2880 2552
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2554 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2556 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2560 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2562 break;
2891 } 2563 }
2892 else if (tmp->type == FLESH) 2564 else if (tmp->type == FLESH)
2893 flesh = tmp; 2565 flesh = tmp;
2894 } /* End if paid for object */ 2566 } /* End if paid for object */
2895 } /* end of for loop */ 2567 } /* end of for loop */
2568
2896 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2570 * eat flesh instead.
2898 */ 2571 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2573 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2903 } 2580 {
2904 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2905 2584
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 op->stats.food++, op->stats.hp--;
2908
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2910 kill_player (op); 2586 kill_player (op);
2587 }
2911} 2588}
2912
2913
2914 2589
2915/* If the player should die (lack of hp, food, etc), we call this. 2590/* 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 2591 * 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 2592 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2593 * file.
2936 object *tmp; 2611 object *tmp;
2937 2612
2938 if (save_life (op)) 2613 if (save_life (op))
2939 return; 2614 return;
2940 2615
2941
2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* 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. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2944 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2945 */ 2619 */
2946 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 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..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2624
2951 /* restore player */ 2625 /* restore player */
2952 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2628 {
2956 tmp->destroy (); 2629 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2631 }
2959 2632
2960 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2635 {
2964 tmp->destroy (); 2636 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2638 }
2967 2639
2969 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2643 op->stats.food = 999;
2972 2644
2973 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2647 {
2977 sprintf (buf, "%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2649 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " 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); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2653 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2657 }
2988 2658
2989 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2661 op->contr->braced = 0;
2996 2666
2997 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2998 2668
2999 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
3000 { 2670 {
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); 2671 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
3010 } 2673 }
3011 else 2674 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); 2675 sprintf (buf, "%s died.", &op->name);
3021 } 2676
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
3023 2678
3024 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
3025 x = op->x; 2680 x = op->x;
3026 y = op->y; 2681 y = op->y;
3027 map = op->map; 2682 map = op->map;
3028 2683
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2685 * 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. 2686 * See the config.h file for a little more in depth detail about this.
3035 */ 2687 */
3036 2688
3037 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2691 * of death.
3040 */ 2692 */
3041#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2694 if (settings.balanced_stat_loss)
3043 { 2695 {
3044 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2698 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2701 little bit harder. */
3050 /* GD */ 2702 /* GD */
3051 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2704 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2705 else
3057 { 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
3058 num_stats_lose = 1; 2709 num_stats_lose = 1;
3059 } 2710
3060 lost_a_stat = 0; 2711 lost_a_stat = 0;
3061 2712
3062 for (z = 0; z < num_stats_lose; z++) 2713 for (z = 0; z < num_stats_lose; z++)
3063 { 2714 {
3064 i = RANDOM () % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
3065 2716
3066 if (settings.stat_loss_on_death) 2717 if (settings.stat_loss_on_death)
2718 {
2719 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost.
2721 */
2722 change_attr_value (&(op->stats), i, -1);
2723 check_stat_bounds (&(op->stats));
2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2725 check_stat_bounds (&(op->contr->orig_stats));
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 lost_a_stat = 1;
2728 }
2729 else
2730 {
2731 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion");
2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
3067 { 2737 {
3068 /* Pick a random stat and take a point off it. Tell the player 2738 dep = arch_to_object (deparch);
3069 * what he lost. 2739 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 } 2740 }
3078 else 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
3079 { 2743 {
3080 /* deplete a stat */ 2744 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2745 /* Get the stat that we're about to deplete. */
3082 object *dep; 2746 this_stat = get_attr_value (&(dep->stats), i);
3083 2747 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2748 {
3087 dep = arch_to_object (deparch); 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2750 int keep_chance = this_stat * this_stat;
3089 } 2751
3090 lose_this_stat = 1; 2752 /* 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) 2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2758 {
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; 2759 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2761 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 } 2762 }
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 */ 2763 else
3132 if (this_stat >= -50)
3133 { 2764 {
3134 change_attr_value (&(dep->stats), i, -1); 2765 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; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2770 }
3140 } 2771 }
3141 } 2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a
2781 * difference.
2782 */
2783 if (this_stat >= -50)
2784 {
2785 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
3142 } 2791 }
2792 }
2793 }
3143 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2795 if (!lost_a_stat)
3145 { 2796 {
3146 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2798 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2799 const char *god = determine_god (op);
3149 2800
3150 if (god && (strcmp (god, "none"))) 2801 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); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2803 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2805 }
3155#else 2806#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2808#endif
3158 2809
3159 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2811 * exp loss on the stone.
3161 */ 2812 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2815 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2817 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); 2818 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; 2819 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2820 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2822
3172 /**************************************/ 2823 /**************************************/
3173 /* */ 2824 /* */
3174 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
3177 /* */ 2828 /* */
3178 /**************************************/ 2829 /**************************************/
3179 2830
3180 /* remove any poisoning and confusion the character may be suffering. */ 2831 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2832 /* restore player */
3182 at = archetype::find ("poisoning"); 2833 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
3184 2835
3185 if (tmp) 2836 if (tmp)
3186 { 2837 {
3187 tmp->destroy (); 2838 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2840 }
3190 2841
3191 at = archetype::find ("confusion"); 2842 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2843 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2844 if (tmp)
3194 { 2845 {
3195 tmp->destroy (); 2846 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2848 }
3198 2849
3199 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
3200 2851
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
3204 op->stats.food = 900; 2855 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2859
3209 /* 2860 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2861 * 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 2862 * and put them back in the map.
3212 * in the map. 2863 */
3213 */ 2864 op->drop_unpaid_items ();
3214 2865
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2866 /****************************************/
3219 /* */ 2867 /* */
3220 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3222 /* */ 2870 /* */
3223 /****************************************/ 2871 /****************************************/
3224 2872
3225 enter_player_savebed (op); 2873 enter_player_savebed (op);
3226 2874
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2875 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2876
3233 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2880 * on the space that might harm the player.
3237 */ 2881 */
3238 will_kill_again = 0; 2882 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
3242 2886
3243 if (will_kill_again) 2887 if (will_kill_again)
3244 { 2888 {
3245 object *force; 2889 object *force;
3246 int at; 2890 int at;
3247 2891
3248 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2894 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2899 force->resist[at] = 100;
3256 2900
3257 insert_ob_in_ob (force, op); 2901 insert_ob_in_ob (force, op);
3258 fix_player (op); 2902 op->update_stats ();
3259 2903
3260 } 2904 }
3261 2905
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2906 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} 2907}
3331
3332 2908
3333void 2909void
3334loot_object (object *op) 2910loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3337 2913
3338 if (op->container) 2914 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2915
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3344 { 2917 {
3345 next = tmp->below; 2918 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2919
2920 if (tmp->invisible)
3347 continue; 2921 continue;
2922
3348 tmp->remove (); 2923 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3350 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2928
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2930 {
3356 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3357 { 2932 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2934 tmp2->destroy ();
3370/* 2945/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2948 * was changed.
3374 */ 2949 */
3375
3376void 2950void
3377fix_weight (void) 2951fix_weight (void)
3378{ 2952{
3379 player *pl; 2953 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2954 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2956
3385 if (old == sum) 2957 if (old == sum)
3386 continue; 2958 continue;
3387 fix_player (pl->ob); 2959 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2961 }
3390} 2962}
3391 2963
3392void 2964void
3393fix_luck (void) 2965fix_luck (void)
3394{ 2966{
3395 player *pl; 2967 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3400} 2970}
3401
3402 2971
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3406 */ 2975 */
3407
3408void 2976void
3409cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3410{ 2978{
3411 object *skop, *spob; 2979 object *skop, *spob;
3412 2980
3446 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3447 { 3015 {
3448 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3450 } 3018 }
3019
3451 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3452} 3021}
3453 3022
3454int 3023int
3455is_true_undead (object *op) 3024is_true_undead (object *op)
3456{ 3025{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 3027 return 1;
3461 3028
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; 3029 return 0;
3468} 3030}
3469 3031
3470/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3079 */
3518
3519void 3080void
3520do_hidden_move (object *op) 3081do_hidden_move (object *op)
3521{ 3082{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3084 object *skop;
3527 3088
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3090
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3534 { 3094 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3096 make_visible (op);
3537 return; 3097 return;
3538 } 3098 }
3539 else 3099 else
3540 num += 20; 3100 num += 20;
3541 } 3101
3542 num += op->map->difficulty; 3102 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3104 num -= hide;
3105
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3107 {
3547 make_visible (op); 3108 make_visible (op);
3548 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3111 }
3551 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3114}
3556 3115
3557/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3558 3117
3559int 3118int
3586 if (mflags & P_OUT_OF_MAP) 3145 if (mflags & P_OUT_OF_MAP)
3587 continue; 3146 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3148 continue;
3590 3149
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3151 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3153 return 1;
3595 else if (tmp->type == PLAYER) 3154 else if (tmp->type == PLAYER)
3596 { 3155 {
3607 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3608 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3609 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3610 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3611 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3612 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3613 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3614 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3615 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3616 * -b.t. 3175 * -b.t.
3617 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3618 */ 3177 */
3619
3620int 3178int
3621player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3622{ 3180{
3623 rv_vector rv; 3181 rv_vector rv;
3624 int dx, dy; 3182 int dx, dy;
3626 if (pl->type != PLAYER) 3184 if (pl->type != PLAYER)
3627 { 3185 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3187 return -1;
3630 } 3188 }
3189
3631 if (!pl || !op) 3190 if (!pl || !op)
3632 return 0; 3191 return 0;
3633 3192
3634 if (op->head)
3635 {
3636 op = op->head; 3193 op = op->head_ ();
3637 } 3194
3638 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3639 3196
3640 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3198 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3643 * a blocked los square. 3200 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3645 */ 3202 */
3646 while (op) 3203 while (op)
3647 { 3204 {
3648 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3650 3207
3651 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3210 * for any meaningful values.
3654 */ 3211 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3215 return 1;
3216
3659 op = op->more; 3217 op = op->more;
3660 } 3218 }
3219
3661 return 0; 3220 return 0;
3662} 3221}
3663 3222
3664/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3665 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3668 * return 0. 3227 * return 0.
3669 */ 3228 */
3670int 3229int
3671action_makes_visible (object *op) 3230action_makes_visible (object *op)
3672{ 3231{
3673
3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 { 3233 {
3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3677 return 0; 3235 return 0;
3678 3236
3684 { 3242 {
3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3686 return 1; 3244 return 1;
3687 } 3245 }
3688 } 3246 }
3247
3689 return 0; 3248 return 0;
3690} 3249}
3691 3250
3692/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3693 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3698 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3699 */ 3258 */
3700int 3259int
3701op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3702{ 3261{
3703 object *tmp;
3704
3705 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3708 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3709 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3710 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3712 { 3269 {
3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 { 3271 {
3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3717 { 3276 {
3718 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 { 3279 {
3721 object *invtmp;
3722
3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3724 { 3281 {
3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3726 { 3283 {
3727 if (x != NULL && y != NULL) 3284 if (x && y)
3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3729 return 1; 3287 return 1;
3730 } 3288 }
3731 } 3289 }
3732 } 3290 }
3291
3733 if (x != NULL && y != NULL) 3292 if (x && y)
3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3735 return 1; 3295 return 1;
3736 } 3296 }
3737 } 3297 }
3738 } 3298 }
3299
3739 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3740 return 0; 3301 return 0;
3741} 3302}
3742 3303
3743/* 3304/*
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3321 int i = 0, j = 0;
3761 3322
3762 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find ("dragon_ability_poison");
3771 3332
3772 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3773 return; 3334 return;
3774 3335
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3337
3777 if (tr == NULL || tr->item == NULL) 3338 if (!tr || !tr->item)
3778 { 3339 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3341 return;
3781 } 3342 }
3782 3343
3783 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3345 item = tr->item;
3785 3346
3786 if (item->type == SPELL) 3347 if (item->type == SPELL)
3787 { 3348 {
3788 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3789 return; 3350 return;
3848 { 3409 {
3849 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3411 object *skin;
3851 3412
3852 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3415 ;
3416
3854 if (skin == NULL) 3417 if (!skin)
3855 return; 3418 return;
3856 3419
3857 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3422 {
3904 * not readied. 3467 * not readied.
3905 */ 3468 */
3906void 3469void
3907player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3908{ 3471{
3909 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3910 3474
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3912 { 3476 pl->combat_ob = 0;
3477
3913 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3914 { 3479 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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