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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.164 by root, Thu Aug 23 17:56:25 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#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 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);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 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);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 149}
289 150
290/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
291static void 152static void
292set_first_map (object *op) 153set_first_map (object *op)
293{ 154{
294 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
295 op->x = -1; 156 op->x = -1;
296 op->y = -1; 157 op->y = -1;
297 enter_exit (op, NULL);
298} 158}
299 159
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
300/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 380 * mode.
303 */ 381 */
304 382player *
305int 383player::create ()
306add_player (client_socket *ns)
307{ 384{
308 player *p = new player; 385 player *pl = new player;
309 386
310 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 388
313 p->next = first_player; 389 pl->ob->roll_stats ();
314 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
315 392
316 p = get_player (p);
317
318 set_first_map (p->ob); 393 set_first_map (pl->ob);
319 394
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 395 return pl;
328} 396}
329 397
330/* 398/*
331 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
334 */ 402 */
335archetype * 403archetype *
336get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
337{ 405{
338 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
339 407
340 for (;;) 408 for (;;)
341 { 409 {
342 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
343 at = first_archetype; 411 i = archetypes.begin ();
344 else 412 else if (*i == at)
345 at = at->next; 413 cleanup ("not a single player archetype found");
414
346 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
347 return at; 416 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 417 }
354} 418}
355
356 419
357object * 420object *
358get_nearest_player (object *mon) 421get_nearest_player (object *mon)
359{ 422{
360 object *op = NULL; 423 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 424 objectlink *ol;
363 unsigned lastdist; 425 unsigned lastdist;
364 rv_vector rv; 426 rv_vector rv;
365 427
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 429 {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
375 object *tmp = ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object (tmp);
383 if (!ol)
384 return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 431 continue;
396 432
397 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
398 { 434 {
399 op = ol->ob; 435 op = ol->ob;
400 lastdist = rv.distance; 436 lastdist = rv.distance;
401 } 437 }
402 } 438 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 439
404 { 440 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
409 { 443 {
410 op = pl->ob; 444 op = pl->ob;
411 lastdist = rv.distance; 445 lastdist = rv.distance;
412 } 446 }
413 } 447
414 }
415#if 0 448#if 0
416 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)");
417#endif 450#endif
418 return op; 451 return op;
419} 452}
437 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 472 * is probably not a good thing.
440 */ 473 */
441#define MAX_SPACES 50 474#define MAX_SPACES 50
442
443 475
444/* 476/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 510 x = mon->x;
479 y = mon->y; 511 y = mon->y;
480 m = mon->map; 512 m = mon->map;
481 dir = rv.direction; 513 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 518 if (diff > max)
486 return 0; 519 return 0;
520
487 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
488 { 522 {
489 lastx = x; 523 lastx = x;
490 lasty = y; 524 lasty = y;
491 lastmap = m; 525 lastmap = m;
573 max--; 607 max--;
574 lastdir = dir; 608 lastdir = dir;
575 if (!firstdir) 609 if (!firstdir)
576 firstdir = dir; 610 firstdir = dir;
577 } 611 }
612
578 if (diff <= 1) 613 if (diff <= 1)
579 { 614 {
580 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 616 * headed toward player for entire distance.
582 */ 617 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 620 }
621
586 if (diff > max) 622 if (diff > max)
587 return 0; 623 return 0;
588 } 624 }
625
589 /* 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 */
590 if (!max) 627 if (!max)
591 return 0; 628 return 0;
592 629
593 return firstdir; 630 return firstdir;
686 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
687 link_player_skills (pl); 724 link_player_skills (pl);
688} 725}
689 726
690void 727void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 728get_party_password (object *op, partylist *party)
775{ 729{
776 if (party == NULL) 730 if (party == NULL)
777 { 731 {
778 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);
779 return; 733 return;
780 } 734 }
735
781 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
784 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:");
785} 740}
786
787 741
788/* 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. */
789int 743static int
790roll_stat (void) 744roll_stat (void)
791{ 745{
792 int a[4], i, j, k; 746 int a[4], i, j, k;
793 747
794 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
796 750
797 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 752 if (a[i] < k)
799 k = a[i], j = i; 753 k = a[i], j = i;
800 754
801 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 756 if (i != j)
804 k += a[i]; 757 k += a[i];
805 } 758
806 return k; 759 return k;
807} 760}
808 761
809void 762void
810roll_stats (object *op) 763object::roll_stats ()
811{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
812 int sum = 0; 769 int sum = 0;
813 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
815 772
816 do 773 if (sum >= 82 && sum <= 116)
774 break;
817 { 775 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 776
829 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 779
838 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
839 do 781 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 782
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 783 stats.exp = 0;
874 op->stats.ac = 0; 784 stats.ac = 0;
875 785
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
885} 798}
886 799
887void 800void
888Roll_Again (object *op) 801object::swap_stats (int a, int b)
889{ 802{
890 esrv_new_player (op->contr, 0); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 804
895void 805 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 832{
898 signed char tmp;
899 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
900 834
901 if (op->contr->Swap_First == -1) 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 839}
1016 840
1017/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1021 * not the class. 845 * not the class.
1022 */ 846 */
1023 847void
1024int 848player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 849{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 852
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 854 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
1045 856
1046 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1048 859
1049 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1050 861
1051 if (op->msg) 862 if (ob->msg)
1052 op->msg = NULL; 863 ob->msg = 0;
1053 864
1054 /* 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
1055 * to save here. 866 * to save here.
1056 */ 867 */
868 {
869 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1059 873
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 874 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 877 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1068 fix_player (op); 879 ob->update_stats ();
1069 880
1070 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1071 * is one for this race 882 * is one for this race
1072 */ 883 */
1073 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1074 { 885 {
1075 object *tmp; 886 object *tmp;
1076 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1077 888
1078 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);
1079 tmp = object::create (); 890 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1085 * default initial map */ 896 * default initial map */
1086 tmp->destroy (); 897 tmp->destroy ();
1087 } 898 }
1088 else 899 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 901}
1092 return 0;
1093 }
1094 902
903void
904player::chargen_race_next ()
905{
1095 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1097 */ 908 */
1098 909
1099 tmp_loop = 0; 910 do
1100 while (!tmp_loop)
1101 { 911 {
1102 shstr name = op->name; 912 shstr name = ob->name;
1103 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1104 914
1105 remove_statbonus (op); 915 ob->remove_statbonus ();
1106 op->remove (); 916 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
1109 op->instantiate (); 919 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1112 op->x = x; 922 ob->x = x;
1113 op->y = y; 923 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 927 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 928 }
929 while (!allowed_class (ob));
1120 930
1121 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 933 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 936 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 937}
1183 938
1184void 939void
1185flee_player (object *op) 940flee_player (object *op)
1186{ 941{
1216 { 971 {
1217 op->enemy = NULL; 972 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 974 return;
1220 } 975 }
976
1221 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1222 978
1223 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1225 { 981 {
1226 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1227 983
1228 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)))
1229 {
1230 return; 985 return;
1231 }
1232 } 986 }
987
1233 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 990 op->enemy = NULL;
1236} 991}
1237 992
1238
1239/* 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.
1240 * 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
1241 * stop. 995 * stop.
1242 */ 996 */
1243int 997int
1244check_pick (object *op) 998check_pick (object *op)
1245{ 999{
1246 object *tmp, *next; 1000 object *tmp, *next;
1247 int stop = 0; 1001 int stop = 0;
1248 int j, k, wvratio; 1002 int wvratio;
1249 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1250 1004
1251 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1253 return 1; 1007 return 1;
1254 1008
1322 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1079 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1084 }
1085
1359 /* philosophy: 1086 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1088 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1091 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1434 pick_up (op, tmp); 1161 pick_up (op, tmp);
1435 continue; 1162 continue;
1436 } 1163 }
1437 1164
1438 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1440 { 1167 {
1441 pick_up (op, tmp); 1168 pick_up (op, tmp);
1442 continue; 1169 continue;
1443 } 1170 }
1444 1171
1552 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1281 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1283 {
1557 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 &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1286 {
1560 pick_up (op, tmp); 1287 pick_up (op, tmp);
1561 continue; 1288 continue;
1562 } 1289 }
1563 } 1290 }
1564 1291
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1293 {
1567 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)
1568 { 1295 {
1569 pick_up (op, tmp); 1296 pick_up (op, tmp);
1570 continue; 1297 continue;
1571 } 1298 }
1572 } 1299 }
1597 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1598 { 1325 {
1599 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1600 } 1327 }
1601 else 1328 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1604 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))));
1605#endif 1332#endif
1606 continue; 1333 continue;
1607 } 1334 }
1618 * found object is returned. 1345 * found object is returned.
1619 */ 1346 */
1620object * 1347object *
1621find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1622{ 1349{
1623 object *tmp = NULL; 1350 object *tmp = 0;
1624 1351
1625 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1629 return op; 1356 return op;
1357
1630 return tmp; 1358 return tmp;
1631} 1359}
1632 1360
1633/* 1361/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1366 */
1639
1640object * 1367object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1369{
1643 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1677 else 1404 else
1678 { 1405 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1407 {
1681 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 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)
1684 { 1411 {
1685 tmp = arrow; 1412 tmp = arrow;
1686 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;
1687 } 1414 }
1688 } 1415 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1417 {
1691 tmp = arrow; 1418 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1438 * op = the shooter
1712 * type = bow->race 1439 * type = bow->race
1713 * dir = fire direction 1440 * dir = fire direction
1714 */ 1441 */
1715
1716object * 1442object *
1717pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1718{ 1444{
1719 object *tmp = NULL; 1445 object *tmp = NULL;
1720 maptile *m; 1446 maptile *m;
1785 */ 1511 */
1786int 1512int
1787fire_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)
1788{ 1514{
1789 object *left, *bow; 1515 object *left, *bow;
1790 int bowspeed, mflags; 1516 int mflags;
1791 maptile *m; 1517 maptile *m;
1792 1518
1793 if (!dir) 1519 if (!dir)
1794 { 1520 {
1795 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!");
1796 return 0; 1522 return 0;
1797 } 1523 }
1798 if (op->type == PLAYER) 1524
1799 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1800 else 1527 else
1801 { 1528 {
1802 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1536 if (!bow)
1810 { 1537 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1539 return 0;
1813 } 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
1814 } 1549 }
1550
1815 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1816 { 1552 {
1817 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);
1818 return 0; 1554 return 0;
1819 } 1555 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1556
1829 if (arrow == NULL) 1557 if (arrow == NULL)
1830 { 1558 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1560 {
1833 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1564 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1838 return 0; 1567 return 0;
1839 } 1568 }
1840 } 1569 }
1570
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1573 return 0;
1845 } 1574
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1576 {
1848 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.");
1849 return 0; 1578 return 0;
1850 } 1579 }
1856 return 0; 1585 return 0;
1857 } 1586 }
1858 1587
1859 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1590 if (!arrow)
1862 { 1591 {
1863 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);
1864 return 0; 1593 return 0;
1865 } 1594 }
1595
1866 arrow->set_owner (op); 1596 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1598 arrow->direction = dir;
1870 arrow->x = sx; 1599
1871 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;
1872 1632
1873 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1874 { 1634 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1642 }
1909 else 1643 else
1910 { 1644 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1645 arrow->level = op->level;
1913 } 1646 arrow->stats.wc -= bow->magic;
1914 1647
1915 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1916 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1917 1653
1918 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1656
1921 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1660
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1927 1663
1928 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1665 move_arrow (arrow);
1930 1666
1931 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1951{ 1687{
1952 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1953 1689
1954 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1955 { 1691 {
1956 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);
1957 } 1693 }
1958 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)
1959 { 1695 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1697 wcmod = -1;
1698
1962 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);
1963 } 1700 }
1964 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
1965 { 1702 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1708 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1712 }
1977 else 1713 else
1978 { 1714 {
1979 /* Simple case */ 1715 /* Simple case */
1980 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);
1981 } 1717 }
1718
1982 return ret; 1719 return ret;
1983} 1720}
1984
1985 1721
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1988 */ 1724 */
1989void 1725void
1990fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1991{ 1727{
1992 object *item; 1728 object *item = op->contr->ranged_ob;
1993 1729
1994 if (!op->contr->ranges[range_misc]) 1730 if (!item)
1995 { 1731 {
1996 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.");
1997 return; 1733 return;
1998 } 1734 }
1999 1735
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1736 if (!item->inv)
2002 { 1737 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1739 return;
2005 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2006 if (item->type == WAND) 1745 if (item->type == WAND)
2007 { 1746 {
2008 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2009 { 1748 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
2011 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
2012 return; 1752 return;
2013 } 1753 }
2014 } 1754 }
2015 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2016 { 1756 {
2017 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))
2018 { 1758 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2020 if (item->type == ROD) 1761 if (item->type == ROD)
2021 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));
2022 else 1763 else
2023 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
2024 return; 1766 return;
2025 } 1767 }
2026 } 1768 }
2027 1769
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1777 object *tmp;
2036 1778
2037 if (item->arch) 1779 if (item->arch)
2038 { 1780 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2041 item->speed = 0; 1783 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1784 }
1785
2044 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1788 }
2047 } 1789 }
2048 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1791 drain_rod_charge (item);
2051 }
2052 } 1792 }
2053} 1793}
2054 1794
2055/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2056 */ 1796 */
2057void 1797bool
2058fire (object *op, int dir) 1798fire (object *op, int dir)
2059{ 1799{
2060 int spellcost = 0; 1800 int spellcost = 0;
2061 1801
2062 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2064 make_visible (op); 1804 make_visible (op);
2065 1805
2066 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;
2067 { 1812 }
2068 case range_none:
2069 return;
2070 1813
2071 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:
2072 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2073 return; 1831 break;
2074 1832
2075 case range_magic: /* Casting spells */ 1833 case SPELL:
2076 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);
2077 return; 1835 break;
2078 1836
2079 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:
2080 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2081 return; 1847 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1848 }
2109}
2110 1849
2111 1850 return true;
1851}
2112 1852
2113/* find_key 1853/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1858 * pl is the player,
2119 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2122 */ 1862 */
2123
2124object * 1863object *
2125find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2126{ 1865{
2127 object *tmp, *key; 1866 object *tmp, *key;
2128 1867
2129 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1869 if (!container->inv)
2131 return NULL; 1870 return 0;
2132 1871
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1874 {
2136 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1876 break;
2138 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2140 */ 1879 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1881 break;
2143 } 1882 }
1883
2144 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1887 * a key, return
2148 */ 1888 */
2149 if (!tmp) 1889 if (!tmp)
2150 { 1890 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1892 {
2153 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1895 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2157 return key; 1897 return key;
2158 } 1898 }
2159 } 1899 }
1900
2160 if (!tmp) 1901 if (!tmp)
2161 return NULL; 1902 return NULL;
2162 } 1903 }
1904
2163 /* 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,
2164 * see if we actually want to use it 1906 * see if we actually want to use it
2165 */ 1907 */
2166 if (pl != container) 1908 if (pl != container)
2167 { 1909 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1932 return NULL;
2191 } 1933 }
2192 } 1934 }
1935
2193 return tmp; 1936 return tmp;
2194} 1937}
2195 1938
2196/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1942 * 0 otherwise
2200 */ 1943 */
2201static int 1944static int
2202player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2203{ 1946{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2208 */ 1950 */
2209 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2210 1952
2211 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2212 if (key) 1954 if (key)
2213 { 1955 {
2214 object *container = key->env; 1956 object *container = key->env;
2215 1957
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2218 make_visible (op); 1959 make_visible (op);
1960
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2221 if (door->type == DOOR) 1964 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2226 { 1967 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1970 }
1971
2230 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2233 if (container != op) 1975 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2235 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2236 } 1979 }
2237 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2238 { 1981 {
2239 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1984 return 1;
2242 } 1985 }
1986
2243 return 0; 1987 return 0;
2244} 1988}
2245 1989
2246/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2251 */ 1995 */
2252 1996bool
2253void
2254move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2255{ 1998{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 1999 int on_battleground;
2259 maptile *m;
2260 2000
2261 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2263 2003
2264 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 }
2265 2014
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2270 * 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
2271 * 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
2272 * 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
2273 * move_ob uses. 2022 * move_ob uses.
2274 */ 2023 */
2275 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);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2025
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2029 * on the space
2297 */ 2030 */
2298 while (tmp != NULL) 2031 object *mon;
2299 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2033 {
2301 { 2034 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2303 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2037 && mon != op)
2309 break; 2038 break;
2310 } 2039 }
2311 2040
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2042 return false; /* into a wall */
2320 2043
2321 if (mon->head != NULL)
2322 mon = mon->head; 2044 mon = mon->head_ ();
2323 2045
2324 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)
2325 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2326 return; 2051 return true;
2052 }
2327 2053
2328 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2059 * and thus will not push them.
2334 */ 2060 */
2335 2061
2336 /* 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
2337 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2339 */ 2065 */
2340 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2069 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2071 {
2350 /* 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 */
2351 if (op->contr->braced) 2073 if (op->contr->braced)
2352 return; 2074 return false;
2353 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"));
2354 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2355 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2084 make_visible (op);
2085
2357 return; 2086 return true;
2358 } 2087 }
2088 else
2089 return false;
2090 }
2359 2091
2360 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2362 * 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
2363 * attack them either. 2095 * attack them either.
2364 */ 2096 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2366 (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))
2367#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2368 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2101 && !on_battleground))
2370 && mon->contr-> 2102 {
2371 peaceful)) && 2103 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2104 {
2105 --op->speed_left;
2106
2377 if (!op->contr->braced) 2107 if (!op->contr->braced)
2378 { 2108 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2381 } 2111 }
2382 else 2112 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2114
2386 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2116 make_visible (op);
2388 }
2389 2117
2118 return true;
2119 }
2120 }
2390 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2391 * 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.
2392 */ 2123 */
2393 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)
2394 { 2127 {
2128 --op->speed_left;
2129
2395 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2397 make_visible (op); 2132 make_visible (op);
2398 }
2399 2133
2134 return true;
2135 }
2136 }
2400 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2401 * 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
2402 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2142 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2145 {
2410 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2147 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2419 2149
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2150 skill_attack (mon, op, 0, 0, 0);
2424 2151
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2439 make_visible (op); 2153 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2154
2444int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2445move_player (object *op, int dir) 2163move_player (object *op, int dir)
2446{ 2164{
2447 int pick; 2165 int pick;
2448 2166
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2168 return 0;
2451 2169
2452 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2454 { 2172 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2174 return 0;
2457 } 2175 }
2458 2176
2459 /* peterm: added following line */ 2177 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2180
2463 op->facing = dir; 2181 op->facing = dir;
2464 2182
2465 if (op->hide) 2183 if (op->hide)
2466 do_hidden_move (op); 2184 do_hidden_move (op);
2467 2185
2186 bool retval;
2187
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2189 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2471 fire (op, dir); 2191 retval = fire (op, dir);
2472 else 2192 else
2473 { 2193 {
2474 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2195 pick = check_pick (op);
2476 } 2196 }
2477 2197
2478 /* 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
2479 * server can handle repeat firing. 2199 * server can handle repeat firing.
2480 */ 2200 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2202 op->direction = dir;
2484 }
2485 else 2203 else
2486 {
2487 op->direction = 0; 2204 op->direction = 0;
2488 } 2205
2489 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2208 * for players.
2492 */ 2209 */
2493 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2494 return 0; 2211
2212 return retval;
2495} 2213}
2496 2214
2497/* 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
2498 * new client/server stuff. 2216 * new client/server stuff.
2499 * 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
2500 * the new speed values for commands. 2218 * the new speed values for commands.
2501 * 2219 *
2502 * 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.
2503 */ 2223 */
2504int 2224bool
2505handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2506{ 2226{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2228 {
2529 flee_player (op); 2229 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2230 {
2533 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2534 return 0; 2234 return true;
2535 } 2235 }
2236 else
2237 return false;
2536 } 2238 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2239
2546 /* 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
2547 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2242 * called, so we recheck it here.
2549 */ 2243 */
2550 HandleClient (op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2245 return true;
2553 2246
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2249
2570 return 0; 2250 return false;
2571} 2251}
2572 2252
2573int 2253int
2574save_life (object *op) 2254save_life (object *op)
2575{ 2255{
2577 return 0; 2257 return 0;
2578 2258
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 { 2261 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2583 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));
2584 2264
2585 if (op->contr) 2265 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2587 2267
2592 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2593 2273
2594 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2595 op->stats.food = 999; 2275 op->stats.food = 999;
2596 2276
2597 fix_player (op); 2277 op->update_stats ();
2598 return 1; 2278 return 1;
2599 } 2279 }
2600 2280
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2607/* 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
2608 * 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
2609 * 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
2610 * from. 2290 * from.
2611 */ 2291 */
2612void 2292static void
2613remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2614{ 2294{
2615 object *next;
2616
2617 while (op) 2295 while (op)
2618 { 2296 {
2619 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' */
2620 * we remove object 'op' 2298
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2300 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2630 } 2305 }
2631 else if (op->inv) 2306 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2633 2308
2634 op = next; 2309 op = next;
2635 } 2310 }
2636} 2311}
2637 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2638 2319
2639/* 2320/*
2640 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2358 strcat (buf2, buf);
2678 2359
2679 return buf2; 2360 return buf2;
2680} 2361}
2681
2682
2683 2362
2684void 2363void
2685do_some_living (object *op) 2364do_some_living (object *op)
2686{ 2365{
2687 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2372 int rate_grace = 2000;
2694 const int max_hp = 1; 2373 const int max_hp = 1;
2695 const int max_sp = 1; 2374 const int max_sp = 1;
2696 const int max_grace = 1; 2375 const int max_grace = 1;
2697 2376
2698 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 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 }
2704 2395
2705 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2706 { 2397 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2402 else
2713 { 2403 {
2714 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2406 }
2407
2717 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2410 else
2720 { 2411 {
2721 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2414 }
2415
2724 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2418 else
2727 { 2419 {
2728 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2422 }
2731 2423
2732 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp)
2737 {
2738 op->stats.sp++;
2739 /* dms do not consume food */
2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2741 {
2742 op->stats.food--;
2743 if (op->contr->digestion < 0)
2744 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food;
2747 }
2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 }
2774
2775 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2776 /* 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. */
2777 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2778 { 2427 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2781 if (max_grace > 1) 2431 if (max_grace > 1)
2782 { 2432 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2434 if (over_grace > 0)
2785 { 2435 {
2797 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);
2798 } 2448 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2800 } 2450 }
2801 2451
2452 if (op->stats.food > 0)
2453 {
2802 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2456 {
2807 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2458
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2810 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2811 op->stats.food--; 2466 op->stats.food--;
2467
2812 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2814 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))
2815 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2816 } 2473 }
2817 } 2474
2818 if (max_hp > 1) 2475 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2476 {
2823 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
2824 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);
2825 } 2495 }
2826 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)
2827 { 2504 {
2828 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 }
2829 } 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);
2830 } 2530 }
2831 else 2531 else
2832 {
2833 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);
2834 } 2533 }
2835 } 2534 }
2836 2535
2837 /* Digestion */ 2536 /* Digestion */
2838 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2839 { 2538 {
2840#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2541
2847 if (op->contr->gen_hp > 0)
2848 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);
2849 else 2543
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2544 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2546 op->stats.food--;
2854 } 2547 }
2855 }
2856 2548
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2550 {
2859 object *tmp, *flesh = NULL; 2551 object *tmp, *flesh = 0;
2860 2552
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2554 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2556 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2867 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.");
2868 manual_apply (op, tmp, 0); 2560 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2562 break;
2871 } 2563 }
2872 else if (tmp->type == FLESH) 2564 else if (tmp->type == FLESH)
2873 flesh = tmp; 2565 flesh = tmp;
2874 } /* End if paid for object */ 2566 } /* End if paid for object */
2875 } /* end of for loop */ 2567 } /* end of for loop */
2568
2876 /* 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
2877 * eat flesh instead. 2570 * eat flesh instead.
2878 */ 2571 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2573 {
2881 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.");
2882 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2883 } 2580 {
2884 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2885 2584
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2887 op->stats.food++, op->stats.hp--;
2888
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2890 kill_player (op); 2586 kill_player (op);
2587 }
2891} 2588}
2892
2893
2894 2589
2895/* 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.
2896 * 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
2897 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2593 * file.
2916 object *tmp; 2611 object *tmp;
2917 2612
2918 if (save_life (op)) 2613 if (save_life (op))
2919 return; 2614 return;
2920 2615
2921
2922 /* 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
2923 * 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.
2924 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2619 */
2926 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2928 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!");
2929 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...");
2930 2624
2931 /* restore player */ 2625 /* restore player */
2932 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2628 {
2936 tmp->destroy (); 2629 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2631 }
2939 2632
2940 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2635 {
2944 tmp->destroy (); 2636 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2638 }
2947 2639
2949 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2643 op->stats.food = 999;
2952 2644
2953 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2647 {
2957 sprintf (buf, "%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2649 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2960 " 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",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2653 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2657 }
2968 2658
2969 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2661 op->contr->braced = 0;
2976 2666
2977 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2978 2668
2979 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2980 { 2670 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2990 } 2673 }
2991 else 2674 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
3001 } 2676
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
3003 2678
3004 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
3005 x = op->x; 2680 x = op->x;
3006 y = op->y; 2681 y = op->y;
3007 map = op->map; 2682 map = op->map;
3008 2683
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * 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.
3014 * 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.
3015 */ 2687 */
3016 2688
3017 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2691 * of death.
3020 */ 2692 */
3021#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2694 if (settings.balanced_stat_loss)
3023 { 2695 {
3024 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
3025 /* 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
3026 more if they do. */ 2698 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2701 little bit harder. */
3030 /* GD */ 2702 /* GD */
3031 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2704 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2705 else
3037 { 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
3038 num_stats_lose = 1; 2709 num_stats_lose = 1;
3039 } 2710
3040 lost_a_stat = 0; 2711 lost_a_stat = 0;
3041 2712
3042 for (z = 0; z < num_stats_lose; z++) 2713 for (z = 0; z < num_stats_lose; z++)
3043 { 2714 {
3044 i = RANDOM () % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
3045 2716
3046 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)
3047 { 2737 {
3048 /* Pick a random stat and take a point off it. Tell the player 2738 dep = arch_to_object (deparch);
3049 * what he lost. 2739 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2740 }
3058 else 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
3059 { 2743 {
3060 /* deplete a stat */ 2744 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2745 /* Get the stat that we're about to deplete. */
3062 object *dep; 2746 this_stat = get_attr_value (&(dep->stats), i);
3063 2747 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2748 {
3067 dep = arch_to_object (deparch); 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2750 int keep_chance = this_stat * this_stat;
3069 } 2751
3070 lose_this_stat = 1; 2752 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 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)
3077 { 2758 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2759 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2761 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2762 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2763 else
3112 if (this_stat >= -50)
3113 { 2764 {
3114 change_attr_value (&(dep->stats), i, -1); 2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 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"); */
3119 } 2770 }
3120 } 2771 }
3121 } 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 }
3122 } 2791 }
2792 }
2793 }
3123 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2795 if (!lost_a_stat)
3125 { 2796 {
3126 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2798 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2799 const char *god = determine_god (op);
3129 2800
3130 if (god && (strcmp (god, "none"))) 2801 if (god && (strcmp (god, "none")))
3131 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);
3132 else 2803 else
3133 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.");
3134 } 2805 }
3135#else 2806#else
3136 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.");
3137#endif 2808#endif
3138 2809
3139 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2811 * exp loss on the stone.
3141 */ 2812 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2815 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2817 tmp->name_pl = buf;
3147 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);
3148 tmp->msg = buf; 2819 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2820 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2822
3152 /**************************************/ 2823 /**************************************/
3153 /* */ 2824 /* */
3154 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
3157 /* */ 2828 /* */
3158 /**************************************/ 2829 /**************************************/
3159 2830
3160 /* remove any poisoning and confusion the character may be suffering. */ 2831 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2832 /* restore player */
3162 at = archetype::find ("poisoning"); 2833 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
3164 2835
3165 if (tmp) 2836 if (tmp)
3166 { 2837 {
3167 tmp->destroy (); 2838 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2840 }
3170 2841
3171 at = archetype::find ("confusion"); 2842 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2843 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2844 if (tmp)
3174 { 2845 {
3175 tmp->destroy (); 2846 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2848 }
3178 2849
3179 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
3180 2851
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
3184 op->stats.food = 900; 2855 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2859
3189 /* 2860 /*
3190 * 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
3191 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
3192 * in the map. 2863 */
3193 */ 2864 op->drop_unpaid_items ();
3194 2865
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2866 /****************************************/
3199 /* */ 2867 /* */
3200 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3202 /* */ 2870 /* */
3203 /****************************************/ 2871 /****************************************/
3204 2872
3205 enter_player_savebed (op); 2873 enter_player_savebed (op);
3206 2874
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2875 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2876
3213 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2880 * on the space that might harm the player.
3217 */ 2881 */
3218 will_kill_again = 0; 2882 will_kill_again = 0;
3219 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)
3220 if (tmp->type == SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
3222 2886
3223 if (will_kill_again) 2887 if (will_kill_again)
3224 { 2888 {
3225 object *force; 2889 object *force;
3226 int at; 2890 int at;
3227 2891
3228 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2894 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2899 force->resist[at] = 100;
3236 2900
3237 insert_ob_in_ob (force, op); 2901 insert_ob_in_ob (force, op);
3238 fix_player (op); 2902 op->update_stats ();
3239 2903
3240 } 2904 }
3241 2905
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2907}
3311
3312 2908
3313void 2909void
3314loot_object (object *op) 2910loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3317 2913
3318 if (op->container) 2914 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2915
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3324 { 2917 {
3325 next = tmp->below; 2918 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2919
2920 if (tmp->invisible)
3327 continue; 2921 continue;
2922
3328 tmp->remove (); 2923 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3330 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2928
3333 }
3334 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))))
3335 { 2930 {
3336 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3337 { 2932 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2934 tmp2->destroy ();
3350/* 2945/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3352 * 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
3353 * was changed. 2948 * was changed.
3354 */ 2949 */
3355
3356void 2950void
3357fix_weight (void) 2951fix_weight (void)
3358{ 2952{
3359 player *pl; 2953 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2954 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2956
3365 if (old == sum) 2957 if (old == sum)
3366 continue; 2958 continue;
3367 fix_player (pl->ob); 2959 pl->ob->update_stats ();
3368 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);
3369 } 2961 }
3370} 2962}
3371 2963
3372void 2964void
3373fix_luck (void) 2965fix_luck (void)
3374{ 2966{
3375 player *pl; 2967 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3380} 2970}
3381
3382 2971
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3386 */ 2975 */
3387
3388void 2976void
3389cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3390{ 2978{
3391 object *skop, *spob; 2979 object *skop, *spob;
3392 2980
3421void 3009void
3422make_visible (object *op) 3010make_visible (object *op)
3423{ 3011{
3424 op->hide = 0; 3012 op->hide = 0;
3425 op->invisible = 0; 3013 op->invisible = 0;
3014
3426 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3427 { 3016 {
3428 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3430 } 3019 }
3020
3431 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3432} 3022}
3433 3023
3434int 3024int
3435is_true_undead (object *op) 3025is_true_undead (object *op)
3436{ 3026{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 3028 return 1;
3441 3029
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3030 return 0;
3448} 3031}
3449 3032
3450/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 3035 * indicate greater hideability.
3453 */ 3036 */
3454
3455int 3037int
3456hideability (object *ob) 3038hideability (object *ob)
3457{ 3039{
3458 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3459 sint16 x, y; 3041 sint16 x, y;
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3079 */
3498
3499void 3080void
3500do_hidden_move (object *op) 3081do_hidden_move (object *op)
3501{ 3082{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3084 object *skop;
3507 3088
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3090
3510 /* 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! */
3511 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3514 { 3094 {
3515 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!");
3516 make_visible (op); 3096 make_visible (op);
3517 return; 3097 return;
3518 } 3098 }
3519 else 3099 else
3520 num += 20; 3100 num += 20;
3521 } 3101
3522 num += op->map->difficulty; 3102 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3104 num -= hide;
3105
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3107 {
3527 make_visible (op); 3108 make_visible (op);
3528 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3529 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!");
3530 } 3111 }
3531 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3532 {
3533 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);
3534 }
3535} 3114}
3536 3115
3537/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3538 3117
3539int 3118int
3566 if (mflags & P_OUT_OF_MAP) 3145 if (mflags & P_OUT_OF_MAP)
3567 continue; 3146 continue;
3568 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)))
3569 continue; 3148 continue;
3570 3149
3571 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)
3572 { 3151 {
3573 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))
3574 return 1; 3153 return 1;
3575 else if (tmp->type == PLAYER) 3154 else if (tmp->type == PLAYER)
3576 { 3155 {
3587 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3588 * 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
3589 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3595 * 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.
3596 * -b.t. 3175 * -b.t.
3597 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3598 */ 3177 */
3599
3600int 3178int
3601player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3602{ 3180{
3603 rv_vector rv; 3181 rv_vector rv;
3604 int dx, dy; 3182 int dx, dy;
3606 if (pl->type != PLAYER) 3184 if (pl->type != PLAYER)
3607 { 3185 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3187 return -1;
3610 } 3188 }
3189
3611 if (!pl || !op) 3190 if (!pl || !op)
3612 return 0; 3191 return 0;
3613 3192
3614 if (op->head)
3615 {
3616 op = op->head; 3193 op = op->head_ ();
3617 } 3194
3618 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3619 3196
3620 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3198 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3623 * a blocked los square. 3200 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3625 */ 3202 */
3626 while (op) 3203 while (op)
3627 { 3204 {
3628 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3630 3207
3631 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3632 * 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
3633 * for any meaningful values. 3210 * for any meaningful values.
3634 */ 3211 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !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)])
3638 return 1; 3215 return 1;
3216
3639 op = op->more; 3217 op = op->more;
3640 } 3218 }
3219
3641 return 0; 3220 return 0;
3642} 3221}
3643 3222
3644/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3648 * return 0. 3227 * return 0.
3649 */ 3228 */
3650int 3229int
3651action_makes_visible (object *op) 3230action_makes_visible (object *op)
3652{ 3231{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 { 3233 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3657 return 0; 3235 return 0;
3658 3236
3664 { 3242 {
3665 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");
3666 return 1; 3244 return 1;
3667 } 3245 }
3668 } 3246 }
3247
3669 return 0; 3248 return 0;
3670} 3249}
3671 3250
3672/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3678 * 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
3679 */ 3258 */
3680int 3259int
3681op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3682{ 3261{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3686 * 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),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3269 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 { 3271 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3696 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))
3697 { 3276 {
3698 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3699 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))
3700 { 3279 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3704 { 3281 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3706 { 3283 {
3707 if (x != NULL && y != NULL) 3284 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3709 return 1; 3287 return 1;
3710 } 3288 }
3711 } 3289 }
3712 } 3290 }
3291
3713 if (x != NULL && y != NULL) 3292 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3715 return 1; 3295 return 1;
3716 } 3296 }
3717 } 3297 }
3718 } 3298 }
3299
3719 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3720 return 0; 3301 return 0;
3721} 3302}
3722 3303
3723/* 3304/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3321 int i = 0, j = 0;
3741 3322
3742 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3332
3752 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3753 return; 3334 return;
3754 3335
3755 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++);
3756 3337
3757 if (tr == NULL || tr->item == NULL) 3338 if (!tr || !tr->item)
3758 { 3339 {
3759 /* 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]); */
3760 return; 3341 return;
3761 } 3342 }
3762 3343
3763 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3345 item = tr->item;
3765 3346
3766 if (item->type == SPELL) 3347 if (item->type == SPELL)
3767 { 3348 {
3768 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3769 return; 3350 return;
3828 { 3409 {
3829 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3411 object *skin;
3831 3412
3832 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3833 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
3834 if (skin == NULL) 3417 if (!skin)
3835 return; 3418 return;
3836 3419
3837 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3422 {
3884 * not readied. 3467 * not readied.
3885 */ 3468 */
3886void 3469void
3887player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3888{ 3471{
3889 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3890 3474
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3892 { 3476 pl->combat_ob = 0;
3477
3893 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3894 { 3479 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines