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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
300/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
302 * mode. 381 * mode.
303 */ 382 */
304 383player *
305int 384player::create ()
306add_player (client_socket *ns)
307{ 385{
308 player *p = new player; 386 player *pl = new player;
309 387
310 p->socket = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 389
313 p->next = first_player; 390 pl->ob->roll_stats ();
314 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
315 393
316 p = get_player (p);
317
318 set_first_map (p->ob); 394 set_first_map (pl->ob);
319 395
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; 396 return pl;
328} 397}
329 398
330/* 399/*
331 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
334 */ 403 */
335archetype * 404archetype *
336get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
337{ 406{
338 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
339 408
340 for (;;) 409 for (;;)
341 { 410 {
342 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
343 at = first_archetype; 412 i = archetypes.begin ();
344 else 413 else if (*i == at)
345 at = at->next; 414 cleanup ("not a single player archetype found");
415
346 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
347 return at; 417 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 418 }
354} 419}
355
356 420
357object * 421object *
358get_nearest_player (object *mon) 422get_nearest_player (object *mon)
359{ 423{
360 object *op = NULL; 424 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 425 objectlink *ol;
363 unsigned lastdist; 426 unsigned lastdist;
364 rv_vector rv; 427 rv_vector rv;
365 428
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 430 {
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)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 432 continue;
396 433
397 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
398 { 435 {
399 op = ol->ob; 436 op = ol->ob;
400 lastdist = rv.distance; 437 lastdist = rv.distance;
401 } 438 }
402 } 439 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 440
404 { 441 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
409 { 444 {
410 op = pl->ob; 445 op = pl->ob;
411 lastdist = rv.distance; 446 lastdist = rv.distance;
412 } 447 }
413 } 448
414 }
415#if 0 449#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 451#endif
418 return op; 452 return op;
419} 453}
437 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 473 * is probably not a good thing.
440 */ 474 */
441#define MAX_SPACES 50 475#define MAX_SPACES 50
442
443 476
444/* 477/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 511 x = mon->x;
479 y = mon->y; 512 y = mon->y;
480 m = mon->map; 513 m = mon->map;
481 dir = rv.direction; 514 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
484 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 519 if (diff > max)
486 return 0; 520 return 0;
521
487 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
488 { 523 {
489 lastx = x; 524 lastx = x;
490 lasty = y; 525 lasty = y;
491 lastmap = m; 526 lastmap = m;
573 max--; 608 max--;
574 lastdir = dir; 609 lastdir = dir;
575 if (!firstdir) 610 if (!firstdir)
576 firstdir = dir; 611 firstdir = dir;
577 } 612 }
613
578 if (diff <= 1) 614 if (diff <= 1)
579 { 615 {
580 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 617 * headed toward player for entire distance.
582 */ 618 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 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); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 621 }
622
586 if (diff > max) 623 if (diff > max)
587 return 0; 624 return 0;
588 } 625 }
626
589 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
590 if (!max) 628 if (!max)
591 return 0; 629 return 0;
592 630
593 return firstdir; 631 return firstdir;
686 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
687 link_player_skills (pl); 725 link_player_skills (pl);
688} 726}
689 727
690void 728void
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) 729get_party_password (object *op, partylist *party)
775{ 730{
776 if (party == NULL) 731 if (party == NULL)
777 { 732 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 734 return;
780 } 735 }
736
781 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 741}
786
787 742
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 744static int
790roll_stat (void) 745roll_stat (void)
791{ 746{
792 int a[4], i, j, k; 747 int a[4], i, j, k;
793 748
794 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
796 751
797 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 753 if (a[i] < k)
799 k = a[i], j = i; 754 k = a[i], j = i;
800 755
801 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 757 if (i != j)
804 k += a[i]; 758 k += a[i];
805 } 759
806 return k; 760 return k;
807} 761}
808 762
809void 763void
810roll_stats (object *op) 764object::roll_stats ()
811{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
812 int sum = 0; 770 int sum = 0;
813 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
815 773
816 do 774 if (sum >= 82 && sum <= 116)
775 break;
817 { 776 }
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);
828 777
829 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 779 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;
837 780
838 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
839 do 782 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);
854 783
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; 784 stats.exp = 0;
874 op->stats.ac = 0; 785 stats.ac = 0;
875 786
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; 787 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
884 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
885} 799}
886 800
887void 801void
888Roll_Again (object *op) 802object::swap_stats (int a, int b)
889{ 803{
890 esrv_new_player (op->contr, 0); 804 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}
894 805
895void 806 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
897{ 833{
898 signed char tmp;
899 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
900 835
901 if (op->contr->Swap_First == -1) 836 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); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 838 //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); 839 //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} 840}
1016 841
1017/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1021 * not the class. 846 * not the class.
1022 */ 847 */
1023 848void
1024int 849player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 850{
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 */ 851 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 853
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 855 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1045 857
1046 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1048 860
1049 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1050 862
1051 if (op->msg) 863 if (ob->msg)
1052 op->msg = NULL; 864 ob->msg = 0;
1053 865
1054 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1055 * to save here. 867 * to save here.
1056 */ 868 */
869 {
870 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1059 874
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 875 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 878 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1068 fix_player (op); 880 ob->update_stats ();
1069 881
1070 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1071 * is one for this race 883 * is one for this race
1072 */ 884 */
1073 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1074 { 886 {
1075 object *tmp; 887 object *tmp;
1076 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1077 889
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1079 tmp = object::create (); 891 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1085 * default initial map */ 897 * default initial map */
1086 tmp->destroy (); 898 tmp->destroy ();
1087 } 899 }
1088 else 900 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 902}
1092 return 0;
1093 }
1094 903
904void
905player::chargen_race_next ()
906{
1095 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1097 */ 909 */
1098 910
1099 tmp_loop = 0; 911 do
1100 while (!tmp_loop)
1101 { 912 {
1102 shstr name = op->name; 913 shstr name = ob->name;
1103 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1104 915
1105 remove_statbonus (op); 916 ob->remove_statbonus ();
1106 op->remove (); 917 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1109 op->instantiate (); 920 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1112 op->x = x; 923 ob->x = x;
1113 op->y = y; 924 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 928 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 929 }
930 while (!allowed_class (ob));
1120 931
1121 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 934 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 937 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} 938}
1183 939
1184void 940void
1185flee_player (object *op) 941flee_player (object *op)
1186{ 942{
1216 { 972 {
1217 op->enemy = NULL; 973 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 975 return;
1220 } 976 }
977
1221 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1222 979
1223 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1225 { 982 {
1226 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1227 984
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 986 return;
1231 }
1232 } 987 }
988
1233 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 991 op->enemy = NULL;
1236} 992}
1237 993
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 996 * stop.
1242 */ 997 */
1243int 998int
1244check_pick (object *op) 999check_pick (object *op)
1245{ 1000{
1246 object *tmp, *next; 1001 object *tmp, *next;
1247 int stop = 0; 1002 int stop = 0;
1248 int j, k, wvratio; 1003 int wvratio;
1249 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1250 1005
1251 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1253 return 1; 1008 return 1;
1254 1009
1322 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 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)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1080 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 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)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 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 } 1085 }
1086
1359 /* philosophy: 1087 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1092 * example.
1365 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1434 pick_up (op, tmp); 1162 pick_up (op, tmp);
1435 continue; 1163 continue;
1436 } 1164 }
1437 1165
1438 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1440 { 1168 {
1441 pick_up (op, tmp); 1169 pick_up (op, tmp);
1442 continue; 1170 continue;
1443 } 1171 }
1444 1172
1552 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1282 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1284 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1287 {
1560 pick_up (op, tmp); 1288 pick_up (op, tmp);
1561 continue; 1289 continue;
1562 } 1290 }
1563 } 1291 }
1564 1292
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1294 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1296 {
1569 pick_up (op, tmp); 1297 pick_up (op, tmp);
1570 continue; 1298 continue;
1571 } 1299 }
1572 } 1300 }
1597 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1598 { 1326 {
1599 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1600 } 1328 }
1601 else 1329 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605#endif 1333#endif
1606 continue; 1334 continue;
1607 } 1335 }
1618 * found object is returned. 1346 * found object is returned.
1619 */ 1347 */
1620object * 1348object *
1621find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1622{ 1350{
1623 object *tmp = NULL; 1351 object *tmp = 0;
1624 1352
1625 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1629 return op; 1357 return op;
1358
1630 return tmp; 1359 return tmp;
1631} 1360}
1632 1361
1633/* 1362/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1367 */
1639
1640object * 1368object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1370{
1643 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1677 else 1405 else
1678 { 1406 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1408 {
1681 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1412 {
1685 tmp = arrow; 1413 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1415 }
1688 } 1416 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1418 {
1691 tmp = arrow; 1419 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1439 * op = the shooter
1712 * type = bow->race 1440 * type = bow->race
1713 * dir = fire direction 1441 * dir = fire direction
1714 */ 1442 */
1715
1716object * 1443object *
1717pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1718{ 1445{
1719 object *tmp = NULL; 1446 object *tmp = NULL;
1720 maptile *m; 1447 maptile *m;
1785 */ 1512 */
1786int 1513int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1515{
1789 object *left, *bow; 1516 object *left, *bow;
1790 int bowspeed, mflags; 1517 int mflags;
1791 maptile *m; 1518 maptile *m;
1792 1519
1793 if (!dir) 1520 if (!dir)
1794 { 1521 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1523 return 0;
1797 } 1524 }
1798 if (op->type == PLAYER) 1525
1799 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1800 else 1528 else
1801 { 1529 {
1802 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1537 if (!bow)
1810 { 1538 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1540 return 0;
1813 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1814 } 1550 }
1551
1815 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1816 { 1553 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1555 return 0;
1819 } 1556 }
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 1557
1829 if (arrow == NULL) 1558 if (arrow == NULL)
1830 { 1559 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1561 {
1833 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1565 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1838 return 0; 1568 return 0;
1839 } 1569 }
1840 } 1570 }
1571
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1574 return 0;
1845 } 1575
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1577 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1579 return 0;
1850 } 1580 }
1856 return 0; 1586 return 0;
1857 } 1587 }
1858 1588
1859 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1591 if (!arrow)
1862 { 1592 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1594 return 0;
1865 } 1595 }
1596
1866 arrow->set_owner (op); 1597 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1599 arrow->direction = dir;
1870 arrow->x = sx; 1600
1871 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1633
1873 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1874 { 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1908 } 1643 }
1909 else 1644 else
1910 { 1645 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1646 arrow->level = op->level;
1913 } 1647 arrow->stats.wc -= bow->magic;
1914 1648
1915 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1916 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1917 1654
1918 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1657
1921 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1661
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1927 1664
1928 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1666 move_arrow (arrow);
1930 1667
1931 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1951{ 1688{
1952 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1953 1690
1954 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1955 { 1692 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1694 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1696 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1698 wcmod = -1;
1699
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1701 }
1964 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1965 { 1703 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1709 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 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);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1713 }
1977 else 1714 else
1978 { 1715 {
1979 /* Simple case */ 1716 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1718 }
1719
1982 return ret; 1720 return ret;
1983} 1721}
1984
1985 1722
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1988 */ 1725 */
1989void 1726void
1990fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1991{ 1728{
1992 object *item; 1729 object *item = op->contr->ranged_ob;
1993 1730
1994 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1995 { 1732 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1734 return;
1998 } 1735 }
1999 1736
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1737 if (!item->inv)
2002 { 1738 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1740 return;
2005 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2006 if (item->type == WAND) 1746 if (item->type == WAND)
2007 { 1747 {
2008 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2009 { 1749 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 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)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2012 return; 1753 return;
2013 } 1754 }
2014 } 1755 }
2015 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2016 { 1757 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1759 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2020 if (item->type == ROD) 1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1764 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2024 return; 1767 return;
2025 } 1768 }
2026 } 1769 }
2027 1770
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1778 object *tmp;
2036 1779
2037 if (item->arch) 1780 if (item->arch)
2038 { 1781 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2041 item->speed = 0; 1784 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1785 }
1786
2044 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1789 }
2047 } 1790 }
2048 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1792 drain_rod_charge (item);
2051 }
2052 } 1793 }
2053} 1794}
2054 1795
2055/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2056 */ 1797 */
2057void 1798bool
2058fire (object *op, int dir) 1799fire (object *op, int dir)
2059{ 1800{
2060 int spellcost = 0; 1801 int spellcost = 0;
2061 1802
2062 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2064 make_visible (op); 1805 make_visible (op);
2065 1806
2066 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2067 { 1813 }
2068 case range_none:
2069 return;
2070 1814
2071 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2072 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2073 return; 1832 break;
2074 1833
2075 case range_magic: /* Casting spells */ 1834 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1836 break;
2078 1837
2079 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2080 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2081 return; 1848 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 } 1849 }
2109}
2110 1850
2111 1851 return true;
1852}
2112 1853
2113/* find_key 1854/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1859 * pl is the player,
2119 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2122 */ 1863 */
2123
2124object * 1864object *
2125find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2126{ 1866{
2127 object *tmp, *key; 1867 object *tmp, *key;
2128 1868
2129 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1870 if (!container->inv)
2131 return NULL; 1871 return 0;
2132 1872
2133 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1875 {
2136 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1877 break;
2138 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2140 */ 1880 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1882 break;
2143 } 1883 }
1884
2144 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1888 * a key, return
2148 */ 1889 */
2149 if (!tmp) 1890 if (!tmp)
2150 { 1891 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1893 {
2153 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1896 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2157 return key; 1898 return key;
2158 } 1899 }
2159 } 1900 }
1901
2160 if (!tmp) 1902 if (!tmp)
2161 return NULL; 1903 return NULL;
2162 } 1904 }
1905
2163 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1907 * see if we actually want to use it
2165 */ 1908 */
2166 if (pl != container) 1909 if (pl != container)
2167 { 1910 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 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)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1933 return NULL;
2191 } 1934 }
2192 } 1935 }
1936
2193 return tmp; 1937 return tmp;
2194} 1938}
2195 1939
2196/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1943 * 0 otherwise
2200 */ 1944 */
2201static int 1945static int
2202player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2203{ 1947{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2208 */ 1951 */
2209 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2210 1953
2211 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2212 if (key) 1955 if (key)
2213 { 1956 {
2214 object *container = key->env; 1957 object *container = key->env;
2215 1958
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2218 make_visible (op); 1960 make_visible (op);
1961
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2221 if (door->type == DOOR) 1965 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2226 { 1968 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1971 }
1972
2230 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2233 if (container != op) 1976 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2235 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2236 } 1980 }
2237 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2238 { 1982 {
2239 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1985 return 1;
2242 } 1986 }
1987
2243 return 0; 1988 return 0;
2244} 1989}
2245 1990
2246/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2251 */ 1996 */
2252 1997bool
2253void
2254move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2255{ 1999{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2000 int on_battleground;
2259 maptile *m;
2260 2001
2261 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2263 2004
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2265 2015
2266 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2019 * 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 2020 * 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 2021 * 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 2022 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 2023 * move_ob uses.
2274 */ 2024 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
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 2026
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 2027 /* 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. 2028 * 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 2029 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2030 * on the space
2297 */ 2031 */
2298 while (tmp != NULL) 2032 object *mon;
2299 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2034 {
2301 { 2035 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2303 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2038 && mon != op)
2309 break; 2039 break;
2310 } 2040 }
2311 2041
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 */ 2042 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2043 return false; /* into a wall */
2320 2044
2321 if (mon->head != NULL)
2322 mon = mon->head; 2045 mon = mon->head_ ();
2323 2046
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2325 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2326 return; 2052 return true;
2053 }
2327 2054
2328 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2060 * and thus will not push them.
2334 */ 2061 */
2335 2062
2336 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2339 */ 2066 */
2340 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2070 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2072 {
2350 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2074 if (op->contr->braced)
2352 return; 2075 return false;
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2354 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2355 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2085 make_visible (op);
2086
2357 return; 2087 return true;
2358 } 2088 }
2089 else
2090 return false;
2091 }
2359 2092
2360 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2096 * attack them either.
2364 */ 2097 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2368 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2102 && !on_battleground))
2370 && mon->contr-> 2103 {
2371 peaceful)) && 2104 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2105 {
2106 --op->speed_left;
2107
2377 if (!op->contr->braced) 2108 if (!op->contr->braced)
2378 { 2109 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2381 } 2112 }
2382 else 2113 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2115
2386 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2117 make_visible (op);
2388 }
2389 2118
2119 return true;
2120 }
2121 }
2390 /* If the object is a boulder or other rollable object, then 2122 /* 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. 2123 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2124 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2394 { 2128 {
2129 --op->speed_left;
2130
2395 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2397 make_visible (op); 2133 make_visible (op);
2398 }
2399 2134
2135 return true;
2136 }
2137 }
2400 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2140 * 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 2141 * 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. 2142 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2143 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 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))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2146 {
2410 2147 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 { 2148 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2419 2150
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); 2151 skill_attack (mon, op, 0, 0, 0);
2424 2152
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)) 2153 if (action_makes_visible (op))
2439 make_visible (op); 2154 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2155
2444int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2445move_player (object *op, int dir) 2164move_player (object *op, int dir)
2446{ 2165{
2447 int pick; 2166 int pick;
2448 2167
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2169 return 0;
2451 2170
2452 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2454 { 2173 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2175 return 0;
2457 } 2176 }
2458 2177
2459 /* peterm: added following line */ 2178 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2181
2463 op->facing = dir; 2182 op->facing = dir;
2464 2183
2465 if (op->hide) 2184 if (op->hide)
2466 do_hidden_move (op); 2185 do_hidden_move (op);
2467 2186
2187 bool retval;
2188
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2190 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2471 fire (op, dir); 2192 retval = fire (op, dir);
2472 else 2193 else
2473 { 2194 {
2474 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2196 pick = check_pick (op);
2476 } 2197 }
2477 2198
2478 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2200 * server can handle repeat firing.
2480 */ 2201 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2203 op->direction = dir;
2484 }
2485 else 2204 else
2486 {
2487 op->direction = 0; 2205 op->direction = 0;
2488 } 2206
2489 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2209 * for players.
2492 */ 2210 */
2493 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2494 return 0; 2212
2213 return retval;
2495} 2214}
2496 2215
2497/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2217 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2219 * the new speed values for commands.
2501 * 2220 *
2502 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2503 */ 2224 */
2504int 2225bool
2505handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2506{ 2227{
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)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2229 {
2529 flee_player (op); 2230 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 { 2231 {
2533 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2534 return 0; 2235 return true;
2535 } 2236 }
2237 else
2238 return false;
2536 } 2239 }
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 2240
2546 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2243 * called, so we recheck it here.
2549 */ 2244 */
2550 HandleClient (op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2246 return true;
2553 2247
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 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); 2249 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2250
2570 return 0; 2251 return false;
2571} 2252}
2572 2253
2573int 2254int
2574save_life (object *op) 2255save_life (object *op)
2575{ 2256{
2577 return 0; 2258 return 0;
2578 2259
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 { 2262 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 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)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584 2265
2585 if (op->contr) 2266 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2587 2268
2592 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2593 2274
2594 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2595 op->stats.food = 999; 2276 op->stats.food = 999;
2596 2277
2597 fix_player (op); 2278 op->update_stats ();
2598 return 1; 2279 return 1;
2599 } 2280 }
2600 2281
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2608 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2609 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2610 * from. 2291 * from.
2611 */ 2292 */
2612void 2293static void
2613remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2614{ 2295{
2615 object *next;
2616
2617 while (op) 2296 while (op)
2618 { 2297 {
2619 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2299
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2301 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2630 } 2306 }
2631 else if (op->inv) 2307 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2633 2309
2634 op = next; 2310 op = next;
2635 } 2311 }
2636} 2312}
2637 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2638 2320
2639/* 2321/*
2640 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2359 strcat (buf2, buf);
2678 2360
2679 return buf2; 2361 return buf2;
2680} 2362}
2681
2682
2683 2363
2684void 2364void
2685do_some_living (object *op) 2365do_some_living (object *op)
2686{ 2366{
2687 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2373 int rate_grace = 2000;
2694 const int max_hp = 1; 2374 const int max_hp = 1;
2695 const int max_sp = 1; 2375 const int max_sp = 1;
2696 const int max_grace = 1; 2376 const int max_grace = 1;
2697 2377
2698 if (op->contr->outputs_sync) 2378 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 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2704 2396
2705 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2706 { 2398 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2403 else
2713 { 2404 {
2714 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2407 }
2408
2717 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2411 else
2720 { 2412 {
2721 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2415 }
2416
2724 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2419 else
2727 { 2420 {
2728 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2423 }
2731 2424
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 */ 2425 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2778 { 2428 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2781 if (max_grace > 1) 2432 if (max_grace > 1)
2782 { 2433 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2435 if (over_grace > 0)
2785 { 2436 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2798 } 2449 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2800 } 2451 }
2801 2452
2453 if (op->stats.food > 0)
2454 {
2802 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2457 {
2807 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2459
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2810 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2811 op->stats.food--; 2467 op->stats.food--;
2468
2812 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2816 } 2474 }
2817 } 2475
2818 if (max_hp > 1) 2476 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2477 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2824 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2496 }
2826 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2827 { 2505 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2829 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2830 } 2531 }
2831 else 2532 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2534 }
2835 } 2535 }
2836 2536
2837 /* Digestion */ 2537 /* Digestion */
2838 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2839 { 2539 {
2840#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 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 2542
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2544
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2545 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2547 op->stats.food--;
2854 } 2548 }
2855 }
2856 2549
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2551 {
2859 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2860 2553
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2555 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2563 break;
2871 } 2564 }
2872 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2873 flesh = tmp; 2566 flesh = tmp;
2874 } /* End if paid for object */ 2567 } /* End if paid for object */
2875 } /* end of for loop */ 2568 } /* end of for loop */
2569
2876 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2571 * eat flesh instead.
2878 */ 2572 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2574 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2883 } 2581 {
2884 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2885 2585
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2586 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); 2587 kill_player (op);
2588 }
2891} 2589}
2892
2893
2894 2590
2895/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2594 * file.
2916 object *tmp; 2612 object *tmp;
2917 2613
2918 if (save_life (op)) 2614 if (save_life (op))
2919 return; 2615 return;
2920 2616
2921
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2923 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2620 */
2926 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2625
2931 /* restore player */ 2626 /* restore player */
2932 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2629 {
2936 tmp->destroy (); 2630 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2632 }
2939 2633
2940 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2636 {
2944 tmp->destroy (); 2637 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2639 }
2947 2640
2948 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2949 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2644 op->stats.food = 999;
2952 2645
2953 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2648 {
2957 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2650 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2654 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2658 }
2968 2659
2969 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2662 op->contr->braced = 0;
2976 2667
2977 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2978 2669
2979 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2980 { 2671 {
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); 2672 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2990 } 2674 }
2991 else 2675 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); 2676 sprintf (buf, "%s died.", &op->name);
3001 } 2677
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3003 2679
3004 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3005 x = op->x; 2681 x = op->x;
3006 y = op->y; 2682 y = op->y;
3007 map = op->map; 2683 map = op->map;
3008 2684
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3015 */ 2688 */
3016 2689
3017 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2692 * of death.
3020 */ 2693 */
3021#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3023 { 2696 {
3024 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2699 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2702 little bit harder. */
3030 /* GD */ 2703 /* GD */
3031 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2705 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2706 else
3037 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3038 num_stats_lose = 1; 2710 num_stats_lose = 1;
3039 } 2711
3040 lost_a_stat = 0; 2712 lost_a_stat = 0;
3041 2713
3042 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3043 { 2715 {
3044 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3045 2717
3046 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3047 { 2738 {
3048 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3049 * what he lost. 2740 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 } 2741 }
3058 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3059 { 2744 {
3060 /* deplete a stat */ 2745 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3062 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3063 2748 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2749 {
3067 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3069 } 2752
3070 lose_this_stat = 1; 2753 /* 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) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2759 {
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; 2760 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2762 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 } 2763 }
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 */ 2764 else
3112 if (this_stat >= -50)
3113 { 2765 {
3114 change_attr_value (&(dep->stats), i, -1); 2766 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; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2771 }
3120 } 2772 }
3121 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3122 } 2792 }
2793 }
2794 }
3123 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2796 if (!lost_a_stat)
3125 { 2797 {
3126 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3129 2801
3130 if (god && (strcmp (god, "none"))) 2802 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); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2804 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2806 }
3135#else 2807#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2809#endif
3138 2810
3139 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2812 * exp loss on the stone.
3141 */ 2813 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2816 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2818 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); 2819 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2820 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2823
3152 /**************************************/ 2824 /**************************************/
3153 /* */ 2825 /* */
3154 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3157 /* */ 2829 /* */
3158 /**************************************/ 2830 /**************************************/
3159 2831
3160 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2833 /* restore player */
3162 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3164 2836
3165 if (tmp) 2837 if (tmp)
3166 { 2838 {
3167 tmp->destroy (); 2839 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2841 }
3170 2842
3171 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2845 if (tmp)
3174 { 2846 {
3175 tmp->destroy (); 2847 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2849 }
3178 2850
3179 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3180 2852
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3184 op->stats.food = 900; 2856 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2860
3189 /* 2861 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3192 * in the map. 2864 */
3193 */ 2865 op->drop_unpaid_items ();
3194 2866
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2867 /****************************************/
3199 /* */ 2868 /* */
3200 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3202 /* */ 2871 /* */
3203 /****************************************/ 2872 /****************************************/
3204 2873
3205 enter_player_savebed (op); 2874 enter_player_savebed (op);
3206 2875
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2876 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2877
3213 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2881 * on the space that might harm the player.
3217 */ 2882 */
3218 will_kill_again = 0; 2883 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3222 2887
3223 if (will_kill_again) 2888 if (will_kill_again)
3224 { 2889 {
3225 object *force; 2890 object *force;
3226 int at; 2891 int at;
3227 2892
3228 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2895 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2900 force->resist[at] = 100;
3236 2901
3237 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3238 fix_player (op); 2903 op->update_stats ();
3239 2904
3240 } 2905 }
3241 2906
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 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} 2908}
3311
3312 2909
3313void 2910void
3314loot_object (object *op) 2911loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3317 2914
3318 if (op->container) 2915 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2916
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3324 { 2918 {
3325 next = tmp->below; 2919 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3327 continue; 2922 continue;
2923
3328 tmp->remove (); 2924 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3330 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2929
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2931 {
3336 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3337 { 2933 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2935 tmp2->destroy ();
3350/* 2946/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2949 * was changed.
3354 */ 2950 */
3355
3356void 2951void
3357fix_weight (void) 2952fix_weight (void)
3358{ 2953{
3359 player *pl; 2954 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2955 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2957
3365 if (old == sum) 2958 if (old == sum)
3366 continue; 2959 continue;
3367 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2962 }
3370} 2963}
3371 2964
3372void 2965void
3373fix_luck (void) 2966fix_luck (void)
3374{ 2967{
3375 player *pl; 2968 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3380} 2971}
3381
3382 2972
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3386 */ 2976 */
3387
3388void 2977void
3389cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3390{ 2979{
3391 object *skop, *spob; 2980 object *skop, *spob;
3392 2981
3421void 3010void
3422make_visible (object *op) 3011make_visible (object *op)
3423{ 3012{
3424 op->hide = 0; 3013 op->hide = 0;
3425 op->invisible = 0; 3014 op->invisible = 0;
3015
3426 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3427 { 3017 {
3428 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3430 } 3020 }
3021
3431 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3432} 3023}
3433 3024
3434int 3025int
3435is_true_undead (object *op) 3026is_true_undead (object *op)
3436{ 3027{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 3029 return 1;
3441 3030
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; 3031 return 0;
3448} 3032}
3449 3033
3450/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 3036 * indicate greater hideability.
3453 */ 3037 */
3454
3455int 3038int
3456hideability (object *ob) 3039hideability (object *ob)
3457{ 3040{
3458 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3459 sint16 x, y; 3042 sint16 x, y;
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3080 */
3498
3499void 3081void
3500do_hidden_move (object *op) 3082do_hidden_move (object *op)
3501{ 3083{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3085 object *skop;
3507 3089
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3091
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3514 { 3095 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3097 make_visible (op);
3517 return; 3098 return;
3518 } 3099 }
3519 else 3100 else
3520 num += 20; 3101 num += 20;
3521 } 3102
3522 num += op->map->difficulty; 3103 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3105 num -= hide;
3106
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3108 {
3527 make_visible (op); 3109 make_visible (op);
3528 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3112 }
3531 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3115}
3536 3116
3537/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3538 3118
3539int 3119int
3566 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3567 continue; 3147 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3149 continue;
3570 3150
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3152 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3154 return 1;
3575 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3576 { 3156 {
3587 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 3176 * -b.t.
3597 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3598 */ 3178 */
3599
3600int 3179int
3601player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3602{ 3181{
3603 rv_vector rv; 3182 rv_vector rv;
3604 int dx, dy; 3183 int dx, dy;
3606 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3607 { 3186 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3188 return -1;
3610 } 3189 }
3190
3611 if (!pl || !op) 3191 if (!pl || !op)
3612 return 0; 3192 return 0;
3613 3193
3614 if (op->head)
3615 {
3616 op = op->head; 3194 op = op->head_ ();
3617 } 3195
3618 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3619 3197
3620 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3199 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3623 * a blocked los square. 3201 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3625 */ 3203 */
3626 while (op) 3204 while (op)
3627 { 3205 {
3628 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3630 3208
3631 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3211 * for any meaningful values.
3634 */ 3212 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3216 return 1;
3217
3639 op = op->more; 3218 op = op->more;
3640 } 3219 }
3220
3641 return 0; 3221 return 0;
3642} 3222}
3643 3223
3644/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3648 * return 0. 3228 * return 0.
3649 */ 3229 */
3650int 3230int
3651action_makes_visible (object *op) 3231action_makes_visible (object *op)
3652{ 3232{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 { 3234 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3657 return 0; 3236 return 0;
3658 3237
3664 { 3243 {
3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3666 return 1; 3245 return 1;
3667 } 3246 }
3668 } 3247 }
3248
3669 return 0; 3249 return 0;
3670} 3250}
3671 3251
3672/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3253 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 3259 */
3680int 3260int
3681op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3682{ 3262{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3270 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 { 3272 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3277 {
3698 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 { 3280 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3704 { 3282 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3706 { 3284 {
3707 if (x != NULL && y != NULL) 3285 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3709 return 1; 3288 return 1;
3710 } 3289 }
3711 } 3290 }
3712 } 3291 }
3292
3713 if (x != NULL && y != NULL) 3293 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3715 return 1; 3296 return 1;
3716 } 3297 }
3717 } 3298 }
3718 } 3299 }
3300
3719 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3720 return 0; 3302 return 0;
3721} 3303}
3722 3304
3723/* 3305/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3322 int i = 0, j = 0;
3741 3323
3742 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3333
3752 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3753 return; 3335 return;
3754 3336
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3338
3757 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3758 { 3340 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3342 return;
3761 } 3343 }
3762 3344
3763 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3346 item = tr->item;
3765 3347
3766 if (item->type == SPELL) 3348 if (item->type == SPELL)
3767 { 3349 {
3768 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3769 return; 3351 return;
3828 { 3410 {
3829 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3412 object *skin;
3831 3413
3832 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3834 if (skin == NULL) 3418 if (!skin)
3835 return; 3419 return;
3836 3420
3837 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3423 {
3884 * not readied. 3468 * not readied.
3885 */ 3469 */
3886void 3470void
3887player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3888{ 3472{
3889 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3890 3475
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3892 { 3477 pl->combat_ob = 0;
3478
3893 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3894 { 3480 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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