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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 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 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
82 int comp; 43 int comp;
83 int size; 44 int size;
84 45
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 48 return;
89 } 49
90 motd[0] = '\0'; 50 motd[0] = '\0';
91 size = 0; 51 size = 0;
52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
57
96 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 59 size += strlen (buf);
98 } 60 }
61
99 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);
100 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
101} 64}
102 65
103void 66void
109 int comp; 72 int comp;
110 int size; 73 int size;
111 74
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 77 return;
116 } 78
117 rules[0] = '\0'; 79 rules[0] = '\0';
118 size = 0; 80 size = 0;
81
119 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
120 { 83 {
121 if (*buf == '#') 84 if (*buf == '#')
122 continue; 85 continue;
86
123 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
124 { 88 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 90 break;
127 } 91 }
92
128 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 94 size += strlen (buf);
130 } 95 }
96
131 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);
132 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
133} 99}
134 100
135void 101void
143 int size; 109 int size;
144 110
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 113 return;
114
148 news[0] = '\0'; 115 news[0] = '\0';
149 subject[0] = '\0'; 116 subject[0] = '\0';
150 size = 0; 117 size = 0;
118
151 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
152 { 120 {
153 if (*buf == '#') 121 if (*buf == '#')
154 continue; 122 continue;
123
155 if (*buf == '%') 124 if (*buf == '%')
156 { /* send one news */ 125 { /* send one news */
157 if (size > 0) 126 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
160 strip_endline (subject); 130 strip_endline (subject);
161 size = 0; 131 size = 0;
162 news[0] = '\0'; 132 news[0] = '\0';
163 } 133 }
172 size += strlen (buf); 142 size += strlen (buf);
173 } 143 }
174 } 144 }
175 145
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 149}
288 150
289/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
290static void 152static void
291set_first_map (object *op) 153set_first_map (object *op)
292{ 154{
293 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
294 op->x = -1; 156 op->x = -1;
295 op->y = -1; 157 op->y = -1;
296 enter_exit (op, NULL);
297} 158}
298 159
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
299/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 381 * mode.
302 */ 382 */
303 383player *
304int 384player::create ()
305add_player (client *ns)
306{ 385{
307 player *p = new player; 386 player *pl = new player;
308 387
309 p->socket = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 389
312 p->next = first_player; 390 pl->ob->roll_stats ();
313 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
314 393
315 p = get_player (p);
316
317 set_first_map (p->ob); 394 set_first_map (pl->ob);
318 395
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 396 return pl;
327} 397}
328 398
329/* 399/*
330 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
333 */ 403 */
334archetype * 404archetype *
335get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
336{ 406{
337 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
338 408
339 for (;;) 409 for (;;)
340 { 410 {
341 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
342 at = first_archetype; 412 i = archetypes.begin ();
343 else 413 else if (*i == at)
344 at = at->next; 414 cleanup ("not a single player archetype found");
415
345 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
346 return at; 417 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 418 }
353} 419}
354
355 420
356object * 421object *
357get_nearest_player (object *mon) 422get_nearest_player (object *mon)
358{ 423{
359 object *op = NULL; 424 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 425 objectlink *ol;
362 unsigned lastdist; 426 unsigned lastdist;
363 rv_vector rv; 427 rv_vector rv;
364 428
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 430 {
367 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop.
371 */
372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
374 object *tmp = ol->ob;
375
376 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared.
378 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
380 ol = ol->next;
381 remove_friendly_object (tmp);
382 if (!ol)
383 return op;
384 }
385
386 /* Remove special check for player from this. First, it looks to cause
387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
388 * complicated method of state checking would be needed in any case -
389 * as it was, a clever player could type quit, and the function would
390 * skip them over while waiting for confirmation. Remove
391 * on_same_map check, as can_detect_enemy also does this
392 */
393 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
394 continue; 432 continue;
395 433
396 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
397 { 435 {
398 op = ol->ob; 436 op = ol->ob;
399 lastdist = rv.distance; 437 lastdist = rv.distance;
400 } 438 }
401 } 439 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 440
403 { 441 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
408 { 444 {
409 op = pl->ob; 445 op = pl->ob;
410 lastdist = rv.distance; 446 lastdist = rv.distance;
411 } 447 }
412 } 448
413 }
414#if 0 449#if 0
415 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)");
416#endif 451#endif
417 return op; 452 return op;
418} 453}
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
477 x = mon->x; 511 x = mon->x;
478 y = mon->y; 512 y = mon->y;
479 m = mon->map; 513 m = mon->map;
480 dir = rv.direction; 514 dir = rv.direction;
481 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 */
482 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
483 /* 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. */
484 if (diff > max) 519 if (diff > max)
485 return 0; 520 return 0;
521
486 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
487 { 523 {
488 lastx = x; 524 lastx = x;
489 lasty = y; 525 lasty = y;
490 lastmap = m; 526 lastmap = m;
572 max--; 608 max--;
573 lastdir = dir; 609 lastdir = dir;
574 if (!firstdir) 610 if (!firstdir)
575 firstdir = dir; 611 firstdir = dir;
576 } 612 }
613
577 if (diff <= 1) 614 if (diff <= 1)
578 { 615 {
579 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 617 * headed toward player for entire distance.
581 */ 618 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 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));
584 } 621 }
622
585 if (diff > max) 623 if (diff > max)
586 return 0; 624 return 0;
587 } 625 }
626
588 /* 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 */
589 if (!max) 628 if (!max)
590 return 0; 629 return 0;
591 630
592 return firstdir; 631 return firstdir;
685 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
686 link_player_skills (pl); 725 link_player_skills (pl);
687} 726}
688 727
689void 728void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
774{ 730{
775 if (party == NULL) 731 if (party == NULL)
776 { 732 {
777 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);
778 return; 734 return;
779 } 735 }
736
780 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
783 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:");
784} 741}
785
786 742
787/* 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. */
788int 744static int
789roll_stat (void) 745roll_stat (void)
790{ 746{
791 int a[4], i, j, k; 747 int a[4], i, j, k;
792 748
793 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
795 751
796 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 753 if (a[i] < k)
798 k = a[i], j = i; 754 k = a[i], j = i;
799 755
800 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 757 if (i != j)
803 k += a[i]; 758 k += a[i];
804 } 759
805 return k; 760 return k;
806} 761}
807 762
808void 763void
809roll_stats (object *op) 764object::roll_stats ()
810{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
811 int sum = 0; 770 int sum = 0;
812 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
814 773
815 do 774 if (sum >= 82 && sum <= 116)
775 break;
816 { 776 }
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 }
826 while (sum < 82 || sum > 116);
827 777
828 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 780
837 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
838 do 782 stats.stat (i) = statsort [i];
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853 783
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 784 stats.exp = 0;
873 op->stats.ac = 0; 785 stats.ac = 0;
874 786
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
884} 799}
885 800
886void 801void
887Roll_Again (object *op) 802object::swap_stats (int a, int b)
888{ 803{
889 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 805
894void 806 for (int i = 0; i < NUM_STATS; ++i)
895Swap_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)
896{ 833{
897 signed char tmp;
898 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
899 835
900 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 840}
1015 841
1016/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1020 * not the class. 846 * not the class.
1021 */ 847 */
1022 848void
1023int 849player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 850{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 853
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 855 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1044 857
1045 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1047 860
1048 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1049 862
1050 if (op->msg) 863 if (ob->msg)
1051 op->msg = NULL; 864 ob->msg = 0;
1052 865
1053 /* 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
1054 * to save here. 867 * to save here.
1055 */ 868 */
869 {
870 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1058 874
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 875 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 878 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1067 fix_player (op); 880 ob->update_stats ();
1068 881
1069 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1070 * is one for this race 883 * is one for this race
1071 */ 884 */
1072 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1073 { 886 {
1074 object *tmp; 887 object *tmp;
1075 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1076 889
1077 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);
1078 tmp = object::create (); 891 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1082 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;
1083 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1084 * default initial map */ 897 * default initial map */
1085 tmp->destroy (); 898 tmp->destroy ();
1086 } 899 }
1087 else 900 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 902}
1091 return 0;
1092 }
1093 903
904void
905player::chargen_race_next ()
906{
1094 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1096 */ 909 */
1097 910
1098 tmp_loop = 0; 911 do
1099 while (!tmp_loop)
1100 { 912 {
1101 shstr name = op->name; 913 shstr name = ob->name;
1102 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1103 915
1104 remove_statbonus (op); 916 ob->remove_statbonus ();
1105 op->remove (); 917 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1108 op->instantiate (); 920 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1111 op->x = x; 923 ob->x = x;
1112 op->y = y; 924 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 928 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 929 }
930 while (!allowed_class (ob));
1119 931
1120 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 934 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 937 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 938}
1182 939
1183void 940void
1184flee_player (object *op) 941flee_player (object *op)
1185{ 942{
1215 { 972 {
1216 op->enemy = NULL; 973 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 975 return;
1219 } 976 }
977
1220 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1221 979
1222 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1224 { 982 {
1225 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1226 984
1227 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)))
1228 {
1229 return; 986 return;
1230 }
1231 } 987 }
988
1232 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 991 op->enemy = NULL;
1235} 992}
1236 993
1237
1238/* 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.
1239 * 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
1240 * stop. 996 * stop.
1241 */ 997 */
1242int 998int
1243check_pick (object *op) 999check_pick (object *op)
1244{ 1000{
1245 object *tmp, *next; 1001 object *tmp, *next;
1246 int stop = 0; 1002 int stop = 0;
1247 int j, k, wvratio; 1003 int wvratio;
1248 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1249 1005
1250 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1252 return 1; 1008 return 1;
1253 1009
1321 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1080 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1085 }
1086
1358 /* philosophy: 1087 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1092 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1433 pick_up (op, tmp); 1162 pick_up (op, tmp);
1434 continue; 1163 continue;
1435 } 1164 }
1436 1165
1437 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1438 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1439 { 1168 {
1440 pick_up (op, tmp); 1169 pick_up (op, tmp);
1441 continue; 1170 continue;
1442 } 1171 }
1443 1172
1551 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1552 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1553 { 1282 {
1554 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1555 { 1284 {
1556 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 &&
1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1558 { 1287 {
1559 pick_up (op, tmp); 1288 pick_up (op, tmp);
1560 continue; 1289 continue;
1561 } 1290 }
1562 } 1291 }
1563 1292
1564 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1565 { 1294 {
1566 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)
1567 { 1296 {
1568 pick_up (op, tmp); 1297 pick_up (op, tmp);
1569 continue; 1298 continue;
1570 } 1299 }
1571 } 1300 }
1596 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1597 { 1326 {
1598 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1599 } 1328 }
1600 else 1329 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1603 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))));
1604#endif 1333#endif
1605 continue; 1334 continue;
1606 } 1335 }
1617 * found object is returned. 1346 * found object is returned.
1618 */ 1347 */
1619object * 1348object *
1620find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1621{ 1350{
1622 object *tmp = NULL; 1351 object *tmp = 0;
1623 1352
1624 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1625 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))
1626 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1628 return op; 1357 return op;
1358
1629 return tmp; 1359 return tmp;
1630} 1360}
1631 1361
1632/* 1362/*
1633 * 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
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1367 */
1638
1639object * 1368object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1370{
1642 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1676 else 1405 else
1677 { 1406 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1408 {
1680 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 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)
1683 { 1412 {
1684 tmp = arrow; 1413 tmp = arrow;
1685 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;
1686 } 1415 }
1687 } 1416 }
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1418 {
1690 tmp = arrow; 1419 tmp = arrow;
1709 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1439 * op = the shooter
1711 * type = bow->race 1440 * type = bow->race
1712 * dir = fire direction 1441 * dir = fire direction
1713 */ 1442 */
1714
1715object * 1443object *
1716pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1717{ 1445{
1718 object *tmp = NULL; 1446 object *tmp = NULL;
1719 maptile *m; 1447 maptile *m;
1784 */ 1512 */
1785int 1513int
1786fire_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)
1787{ 1515{
1788 object *left, *bow; 1516 object *left, *bow;
1789 int bowspeed, mflags; 1517 int mflags;
1790 maptile *m; 1518 maptile *m;
1791 1519
1792 if (!dir) 1520 if (!dir)
1793 { 1521 {
1794 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!");
1795 return 0; 1523 return 0;
1796 } 1524 }
1797 if (op->type == PLAYER) 1525
1798 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1799 else 1528 else
1800 { 1529 {
1801 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1802 /* 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
1803 * 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.
1808 if (!bow) 1537 if (!bow)
1809 { 1538 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1540 return 0;
1812 } 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
1813 } 1550 }
1551
1814 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1815 { 1553 {
1816 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);
1817 return 0; 1555 return 0;
1818 } 1556 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1557
1828 if (arrow == NULL) 1558 if (arrow == NULL)
1829 { 1559 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1561 {
1832 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1833 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);
1834 /* 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 */
1835 else 1565 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1837 return 0; 1568 return 0;
1838 } 1569 }
1839 } 1570 }
1571
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1574 return 0;
1844 } 1575
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1577 {
1847 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.");
1848 return 0; 1579 return 0;
1849 } 1580 }
1855 return 0; 1586 return 0;
1856 } 1587 }
1857 1588
1858 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1591 if (!arrow)
1861 { 1592 {
1862 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);
1863 return 0; 1594 return 0;
1864 } 1595 }
1596
1865 arrow->set_owner (op); 1597 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1599 arrow->direction = dir;
1869 arrow->x = sx; 1600
1870 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;
1871 1633
1872 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1873 { 1635 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884
1885 /* Note that this was different for monsters - they got their level
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 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;
1907 } 1643 }
1908 else 1644 else
1909 { 1645 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1646 arrow->level = op->level;
1912 } 1647 arrow->stats.wc -= bow->magic;
1913 1648
1914 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1915 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1916 1654
1917 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1657
1920 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1661
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1925 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1926 1664
1927 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1666 move_arrow (arrow);
1929 1667
1930 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1950{ 1688{
1951 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1952 1690
1953 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1954 { 1692 {
1955 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);
1956 } 1694 }
1957 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)
1958 { 1696 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1698 wcmod = -1;
1699
1961 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);
1962 } 1701 }
1963 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1964 { 1703 {
1965 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);
1969 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1709 {
1971 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);
1972 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);
1973 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);
1974
1975 } 1713 }
1976 else 1714 else
1977 { 1715 {
1978 /* Simple case */ 1716 /* Simple case */
1979 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);
1980 } 1718 }
1719
1981 return ret; 1720 return ret;
1982} 1721}
1983
1984 1722
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1987 */ 1725 */
1988void 1726void
1989fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1990{ 1728{
1991 object *item; 1729 object *item = op->contr->ranged_ob;
1992 1730
1993 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1994 { 1732 {
1995 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.");
1996 return; 1734 return;
1997 } 1735 }
1998 1736
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1737 if (!item->inv)
2001 { 1738 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1740 return;
2004 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2005 if (item->type == WAND) 1746 if (item->type == WAND)
2006 { 1747 {
2007 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2008 { 1749 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2010 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
2011 return; 1753 return;
2012 } 1754 }
2013 } 1755 }
2014 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2015 { 1757 {
2016 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))
2017 { 1759 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2019 if (item->type == ROD) 1762 if (item->type == ROD)
2020 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));
2021 else 1764 else
2022 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
2023 return; 1767 return;
2024 } 1768 }
2025 } 1769 }
2026 1770
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2034 object *tmp; 1778 object *tmp;
2035 1779
2036 if (item->arch) 1780 if (item->arch)
2037 { 1781 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2040 item->speed = 0; 1784 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1785 }
1786
2043 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1789 }
2046 } 1790 }
2047 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1792 drain_rod_charge (item);
2050 }
2051 } 1793 }
2052} 1794}
2053 1795
2054/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2055 */ 1797 */
2056void 1798bool
2057fire (object *op, int dir) 1799fire (object *op, int dir)
2058{ 1800{
2059 int spellcost = 0; 1801 int spellcost = 0;
2060 1802
2061 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2063 make_visible (op); 1805 make_visible (op);
2064 1806
2065 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;
2066 { 1813 }
2067 case range_none:
2068 return;
2069 1814
2070 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:
2071 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2072 return; 1832 break;
2073 1833
2074 case range_magic: /* Casting spells */ 1834 case SPELL:
2075 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);
2076 return; 1836 break;
2077 1837
2078 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:
2079 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2080 return; 1848 break;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return;
2107 } 1849 }
2108}
2109 1850
2110 1851 return true;
1852}
2111 1853
2112/* find_key 1854/* find_key
2113 * 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
2114 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1859 * pl is the player,
2118 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2121 */ 1863 */
2122
2123object * 1864object *
2124find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2125{ 1866{
2126 object *tmp, *key; 1867 object *tmp, *key;
2127 1868
2128 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1870 if (!container->inv)
2130 return NULL; 1871 return 0;
2131 1872
2132 /* 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 */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1875 {
2135 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1877 break;
2137 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2139 */ 1880 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1882 break;
2142 } 1883 }
1884
2143 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2144 /* 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.
2145 * 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
2146 * a key, return 1888 * a key, return
2147 */ 1889 */
2148 if (!tmp) 1890 if (!tmp)
2149 { 1891 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1893 {
2152 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1896 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2156 return key; 1898 return key;
2157 } 1899 }
2158 } 1900 }
1901
2159 if (!tmp) 1902 if (!tmp)
2160 return NULL; 1903 return NULL;
2161 } 1904 }
1905
2162 /* 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,
2163 * see if we actually want to use it 1907 * see if we actually want to use it
2164 */ 1908 */
2165 if (pl != container) 1909 if (pl != container)
2166 { 1910 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "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));
2189 return NULL; 1933 return NULL;
2190 } 1934 }
2191 } 1935 }
1936
2192 return tmp; 1937 return tmp;
2193} 1938}
2194 1939
2195/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1943 * 0 otherwise
2199 */ 1944 */
2200static int 1945static int
2201player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2202{ 1947{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2207 */ 1951 */
2208 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2209 1953
2210 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2211 if (key) 1955 if (key)
2212 { 1956 {
2213 object *container = key->env; 1957 object *container = key->env;
2214 1958
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2217 make_visible (op); 1960 make_visible (op);
1961
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2220 if (door->type == DOOR) 1965 if (door->type == DOOR)
2221 {
2222 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 */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2225 { 1968 {
2226 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));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1971 }
1972
2229 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2232 if (container != op) 1976 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2234 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2235 } 1980 }
2236 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2237 { 1982 {
2238 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 1985 return 1;
2241 } 1986 }
1987
2242 return 0; 1988 return 0;
2243} 1989}
2244 1990
2245/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2250 */ 1996 */
2251 1997bool
2252void
2253move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2254{ 1999{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2000 int on_battleground;
2258 maptile *m;
2259 2001
2260 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2262 2004
2263 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 }
2264 2015
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2269 * 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
2270 * 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
2271 * 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
2272 * move_ob uses. 2023 * move_ob uses.
2273 */ 2024 */
2274 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);
2275 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2278 m = get_map_from_coord (op->map, &nx, &ny);
2279 if (!m)
2280 return; /* Don't think this should happen */
2281 }
2282 else
2283 m = op->map;
2284 2026
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return;
2289 }
2290
2291 mon = NULL;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2030 * on the space
2296 */ 2031 */
2297 while (tmp != NULL) 2032 object *mon;
2298 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2299 if (tmp == op) 2034 {
2300 { 2035 if ((mon->flag [FLAG_ALIVE]
2301 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2302 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp; 2038 && mon != op)
2308 break; 2039 break;
2309 } 2040 }
2310 2041
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2043 return false; /* into a wall */
2319 2044
2320 if (mon->head != NULL)
2321 mon = mon->head; 2045 mon = mon->head_ ();
2322 2046
2323 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)
2324 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2325 return; 2052 return true;
2053 }
2326 2054
2327 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them. 2060 * and thus will not push them.
2333 */ 2061 */
2334 2062
2335 /* 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
2336 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2338 */ 2066 */
2339 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2070 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2072 {
2349 /* 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 */
2350 if (op->contr->braced) 2074 if (op->contr->braced)
2351 return; 2075 return false;
2352 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"));
2353 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2354 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2085 make_visible (op);
2086
2356 return; 2087 return true;
2357 } 2088 }
2089 else
2090 return false;
2091 }
2358 2092
2359 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2361 * 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
2362 * attack them either. 2096 * attack them either.
2363 */ 2097 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2365 (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))
2366#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2367 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2102 && !on_battleground))
2369 && mon->contr-> 2103 {
2370 peaceful)) && 2104 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2105 {
2106 --op->speed_left;
2107
2376 if (!op->contr->braced) 2108 if (!op->contr->braced)
2377 { 2109 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2380 } 2112 }
2381 else 2113 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2115
2385 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2117 make_visible (op);
2387 }
2388 2118
2119 return true;
2120 }
2121 }
2389 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2390 * 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.
2391 */ 2124 */
2392 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)
2393 { 2128 {
2129 --op->speed_left;
2130
2394 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2396 make_visible (op); 2133 make_visible (op);
2397 }
2398 2134
2135 return true;
2136 }
2137 }
2399 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2400 * 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
2401 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2143 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2146 {
2409 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit)
2416 { 2148 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2418 2150
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 }
2421
2422 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2423 2152
2424 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is
2427 * the wiz.
2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2433 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL);
2435 mon->stats.luck = luck;
2436 }
2437 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2438 make_visible (op); 2154 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2155
2443int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2444move_player (object *op, int dir) 2164move_player (object *op, int dir)
2445{ 2165{
2446 int pick; 2166 int pick;
2447 2167
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2169 return 0;
2450 2170
2451 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2453 { 2173 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2175 return 0;
2456 } 2176 }
2457 2177
2458 /* peterm: added following line */ 2178 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2181
2462 op->facing = dir; 2182 op->facing = dir;
2463 2183
2464 if (op->hide) 2184 if (op->hide)
2465 do_hidden_move (op); 2185 do_hidden_move (op);
2466 2186
2187 bool retval;
2188
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2190 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2470 fire (op, dir); 2192 retval = fire (op, dir);
2471 else 2193 else
2472 { 2194 {
2473 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2196 pick = check_pick (op);
2475 } 2197 }
2476 2198
2477 /* 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
2478 * server can handle repeat firing. 2200 * server can handle repeat firing.
2479 */ 2201 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2203 op->direction = dir;
2483 }
2484 else 2204 else
2485 {
2486 op->direction = 0; 2205 op->direction = 0;
2487 } 2206
2488 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2209 * for players.
2491 */ 2210 */
2492 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2493 return 0; 2212
2213 return retval;
2494} 2214}
2495 2215
2496/* 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
2497 * new client/server stuff. 2217 * new client/server stuff.
2498 * 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
2499 * the new speed values for commands. 2219 * the new speed values for commands.
2500 * 2220 *
2501 * 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.
2502 */ 2224 */
2503int 2225bool
2504handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2505{ 2227{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2229 {
2528 flee_player (op); 2230 if (op->speed_left > 0.f)
2529 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 { 2231 {
2532 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2533 return 0; 2235 return true;
2534 } 2236 }
2237 else
2238 return false;
2535 } 2239 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2240
2545 /* 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
2546 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2243 * called, so we recheck it here.
2548 */ 2244 */
2549 op->contr->socket->handle_command (); 2245 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2246 return true;
2552 2247
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2557
2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2250
2569 return 0; 2251 return false;
2570} 2252}
2571 2253
2572int 2254int
2573save_life (object *op) 2255save_life (object *op)
2574{ 2256{
2576 return 0; 2258 return 0;
2577 2259
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 { 2262 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2582 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));
2583 2265
2584 if (op->contr) 2266 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2586 2268
2591 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2592 2274
2593 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2594 op->stats.food = 999; 2276 op->stats.food = 999;
2595 2277
2596 fix_player (op); 2278 op->update_stats ();
2597 return 1; 2279 return 1;
2598 } 2280 }
2599 2281
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2606/* 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
2607 * 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
2608 * 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
2609 * from. 2291 * from.
2610 */ 2292 */
2611void 2293static void
2612remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2613{ 2295{
2614 object *next;
2615
2616 while (op) 2296 while (op)
2617 { 2297 {
2618 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' */
2619 * we remove object 'op' 2299
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2301 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2629 } 2306 }
2630 else if (op->inv) 2307 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2632 2309
2633 op = next; 2310 op = next;
2634 } 2311 }
2635} 2312}
2636 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2637 2320
2638/* 2321/*
2639 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2359 strcat (buf2, buf);
2677 2360
2678 return buf2; 2361 return buf2;
2679} 2362}
2680
2681
2682 2363
2683void 2364void
2684do_some_living (object *op) 2365do_some_living (object *op)
2685{ 2366{
2686 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2373 int rate_grace = 2000;
2693 const int max_hp = 1; 2374 const int max_hp = 1;
2694 const int max_sp = 1; 2375 const int max_sp = 1;
2695 const int max_grace = 1; 2376 const int max_grace = 1;
2696 2377
2697 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 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 }
2703 2396
2704 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2705 { 2398 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2403 else
2712 { 2404 {
2713 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2407 }
2408
2716 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2411 else
2719 { 2412 {
2720 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2415 }
2416
2723 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2419 else
2726 { 2420 {
2727 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2423 }
2730 2424
2731 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp)
2736 {
2737 op->stats.sp++;
2738 /* dms do not consume food */
2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2740 {
2741 op->stats.food--;
2742 if (op->contr->digestion < 0)
2743 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food;
2746 }
2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 }
2773
2774 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2777 { 2428 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2780 if (max_grace > 1) 2432 if (max_grace > 1)
2781 { 2433 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2435 if (over_grace > 0)
2784 { 2436 {
2796 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);
2797 } 2449 }
2798 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2799 } 2451 }
2800 2452
2453 if (op->stats.food > 0)
2454 {
2801 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2802 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2803 {
2804 if (op->stats.hp < op->stats.maxhp)
2805 { 2457 {
2806 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2807 /* dms do not consume food */ 2459
2808 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2809 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2810 op->stats.food--; 2467 op->stats.food--;
2468
2811 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2812 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2815 } 2474 }
2816 } 2475
2817 if (max_hp > 1) 2476 if (max_sp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 { 2477 {
2822 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
2823 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);
2824 } 2496 }
2825 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)
2826 { 2505 {
2827 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 }
2828 } 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);
2829 } 2531 }
2830 else 2532 else
2831 {
2832 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);
2833 } 2534 }
2834 } 2535 }
2835 2536
2836 /* Digestion */ 2537 /* Digestion */
2837 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2838 { 2539 {
2839#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2542
2846 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2544
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850 /* dms do not consume food */ 2545 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2547 op->stats.food--;
2853 } 2548 }
2854 }
2855 2549
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2551 {
2858 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2859 2553
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2555 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2865 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2563 break;
2870 } 2564 }
2871 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2872 flesh = tmp; 2566 flesh = tmp;
2873 } /* End if paid for object */ 2567 } /* End if paid for object */
2874 } /* end of for loop */ 2568 } /* end of for loop */
2569
2875 /* 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
2876 * eat flesh instead. 2571 * eat flesh instead.
2877 */ 2572 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2574 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2882 } 2581 {
2883 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2884 2585
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2886 op->stats.food++, op->stats.hp--;
2887
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2889 kill_player (op); 2587 kill_player (op);
2588 }
2890} 2589}
2891
2892
2893 2590
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2594 * file.
2915 object *tmp; 2612 object *tmp;
2916 2613
2917 if (save_life (op)) 2614 if (save_life (op))
2918 return; 2615 return;
2919 2616
2920
2921 /* 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
2922 * 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.
2923 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2924 */ 2620 */
2925 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2927 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!");
2928 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...");
2929 2625
2930 /* restore player */ 2626 /* restore player */
2931 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2629 {
2935 tmp->destroy (); 2630 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2632 }
2938 2633
2939 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2636 {
2943 tmp->destroy (); 2637 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2639 }
2946 2640
2947 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2948 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2644 op->stats.food = 999;
2951 2645
2952 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2648 {
2956 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2650 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2654 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2658 }
2967 2659
2968 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2662 op->contr->braced = 0;
2975 2667
2976 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2977 2669
2978 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2979 { 2671 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2989 } 2674 }
2990 else 2675 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
3000 } 2677
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3002 2679
3003 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3004 x = op->x; 2681 x = op->x;
3005 y = op->y; 2682 y = op->y;
3006 map = op->map; 2683 map = op->map;
3007 2684
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2688 */
3015 2689
3016 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2692 * of death.
3019 */ 2693 */
3020#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3022 { 2696 {
3023 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2699 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2702 little bit harder. */
3029 /* GD */ 2703 /* GD */
3030 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2705 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2706 else
3036 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3037 num_stats_lose = 1; 2710 num_stats_lose = 1;
3038 } 2711
3039 lost_a_stat = 0; 2712 lost_a_stat = 0;
3040 2713
3041 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3042 { 2715 {
3043 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3044 2717
3045 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)
3046 { 2738 {
3047 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3048 * what he lost. 2740 insert_ob_in_ob (dep, op);
3049 */
3050 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1;
3056 } 2741 }
3057 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3058 { 2744 {
3059 /* deplete a stat */ 2745 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3061 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3062 2748 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2749 {
3066 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3068 } 2752
3069 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2759 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2760 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2762 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2763 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2764 else
3111 if (this_stat >= -50)
3112 { 2765 {
3113 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2771 }
3119 } 2772 }
3120 } 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 }
3121 } 2792 }
2793 }
2794 }
3122 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2796 if (!lost_a_stat)
3124 { 2797 {
3125 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3128 2801
3129 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2804 else
3132 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.");
3133 } 2806 }
3134#else 2807#else
3135 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.");
3136#endif 2809#endif
3137 2810
3138 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2812 * exp loss on the stone.
3140 */ 2813 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2816 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2820 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2823
3151 /**************************************/ 2824 /**************************************/
3152 /* */ 2825 /* */
3153 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3156 /* */ 2829 /* */
3157 /**************************************/ 2830 /**************************************/
3158 2831
3159 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2833 /* restore player */
3161 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3163 2836
3164 if (tmp) 2837 if (tmp)
3165 { 2838 {
3166 tmp->destroy (); 2839 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2841 }
3169 2842
3170 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2845 if (tmp)
3173 { 2846 {
3174 tmp->destroy (); 2847 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2849 }
3177 2850
3178 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3179 2852
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3183 op->stats.food = 900; 2856 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2860
3188 /* 2861 /*
3189 * 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
3190 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3191 * in the map. 2864 */
3192 */ 2865 op->drop_unpaid_items ();
3193 2866
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/ 2867 /****************************************/
3198 /* */ 2868 /* */
3199 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3201 /* */ 2871 /* */
3202 /****************************************/ 2872 /****************************************/
3203 2873
3204 enter_player_savebed (op); 2874 enter_player_savebed (op);
3205 2875
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2876 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2877
3212 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2881 * on the space that might harm the player.
3216 */ 2882 */
3217 will_kill_again = 0; 2883 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3221 2887
3222 if (will_kill_again) 2888 if (will_kill_again)
3223 { 2889 {
3224 object *force; 2890 object *force;
3225 int at; 2891 int at;
3226 2892
3227 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2895 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2900 force->resist[at] = 100;
3235 2901
3236 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3237 fix_player (op); 2903 op->update_stats ();
3238 2904
3239 } 2905 }
3240 2906
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2908}
3310
3311 2909
3312void 2910void
3313loot_object (object *op) 2911loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3316 2914
3317 if (op->container) 2915 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2916
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3323 { 2918 {
3324 next = tmp->below; 2919 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3326 continue; 2922 continue;
2923
3327 tmp->remove (); 2924 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3329 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2929
3332 }
3333 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))))
3334 { 2931 {
3335 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3336 { 2933 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2935 tmp2->destroy ();
3349/* 2946/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3351 * 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
3352 * was changed. 2949 * was changed.
3353 */ 2950 */
3354
3355void 2951void
3356fix_weight (void) 2952fix_weight (void)
3357{ 2953{
3358 player *pl; 2954 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2955 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2957
3364 if (old == sum) 2958 if (old == sum)
3365 continue; 2959 continue;
3366 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3367 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);
3368 } 2962 }
3369} 2963}
3370 2964
3371void 2965void
3372fix_luck (void) 2966fix_luck (void)
3373{ 2967{
3374 player *pl; 2968 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3379} 2971}
3380
3381 2972
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3385 */ 2976 */
3386
3387void 2977void
3388cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3389{ 2979{
3390 object *skop, *spob; 2980 object *skop, *spob;
3391 2981
3420void 3010void
3421make_visible (object *op) 3011make_visible (object *op)
3422{ 3012{
3423 op->hide = 0; 3013 op->hide = 0;
3424 op->invisible = 0; 3014 op->invisible = 0;
3015
3425 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3426 { 3017 {
3427 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3429 } 3020 }
3021
3430 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3431} 3023}
3432 3024
3433int 3025int
3434is_true_undead (object *op) 3026is_true_undead (object *op)
3435{ 3027{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3439 return 1; 3029 return 1;
3440 3030
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3031 return 0;
3447} 3032}
3448 3033
3449/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3451 * indicate greater hideability. 3036 * indicate greater hideability.
3452 */ 3037 */
3453
3454int 3038int
3455hideability (object *ob) 3039hideability (object *ob)
3456{ 3040{
3457 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3458 sint16 x, y; 3042 sint16 x, y;
3492/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 3080 */
3497
3498void 3081void
3499do_hidden_move (object *op) 3082do_hidden_move (object *op)
3500{ 3083{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502 object *skop; 3085 object *skop;
3506 3089
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3091
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3513 { 3095 {
3514 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!");
3515 make_visible (op); 3097 make_visible (op);
3516 return; 3098 return;
3517 } 3099 }
3518 else 3100 else
3519 num += 20; 3101 num += 20;
3520 } 3102
3521 num += op->map->difficulty; 3103 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3105 num -= hide;
3106
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3108 {
3526 make_visible (op); 3109 make_visible (op);
3527 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3528 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!");
3529 } 3112 }
3530 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3115}
3535 3116
3536/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3537 3118
3538int 3119int
3565 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3566 continue; 3147 continue;
3567 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)))
3568 continue; 3149 continue;
3569 3150
3570 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)
3571 { 3152 {
3572 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))
3573 return 1; 3154 return 1;
3574 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3575 { 3156 {
3586 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3587 * 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
3588 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3589 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3590 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3591 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3592 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3593 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3594 * 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.
3595 * -b.t. 3176 * -b.t.
3596 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3597 */ 3178 */
3598
3599int 3179int
3600player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3601{ 3181{
3602 rv_vector rv; 3182 rv_vector rv;
3603 int dx, dy; 3183 int dx, dy;
3605 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3606 { 3186 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3188 return -1;
3609 } 3189 }
3190
3610 if (!pl || !op) 3191 if (!pl || !op)
3611 return 0; 3192 return 0;
3612 3193
3613 if (op->head)
3614 {
3615 op = op->head; 3194 op = op->head_ ();
3616 } 3195
3617 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3618 3197
3619 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3199 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3622 * a blocked los square. 3201 * a blocked los square.
3623 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3624 */ 3203 */
3625 while (op) 3204 while (op)
3626 { 3205 {
3627 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3629 3208
3630 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3211 * for any meaningful values.
3633 */ 3212 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3216 return 1;
3217
3638 op = op->more; 3218 op = op->more;
3639 } 3219 }
3220
3640 return 0; 3221 return 0;
3641} 3222}
3642 3223
3643/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3644 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3647 * return 0. 3228 * return 0.
3648 */ 3229 */
3649int 3230int
3650action_makes_visible (object *op) 3231action_makes_visible (object *op)
3651{ 3232{
3652
3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 { 3234 {
3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3656 return 0; 3236 return 0;
3657 3237
3663 { 3243 {
3664 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");
3665 return 1; 3245 return 1;
3666 } 3246 }
3667 } 3247 }
3248
3668 return 0; 3249 return 0;
3669} 3250}
3670 3251
3671/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3672 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3677 * 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
3678 */ 3259 */
3679int 3260int
3680op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3681{ 3262{
3682 object *tmp;
3683
3684 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3685 * 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),
3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3687 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3688 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3689 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3691 { 3270 {
3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 { 3272 {
3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3695 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))
3696 { 3277 {
3697 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3698 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))
3699 { 3280 {
3700 object *invtmp;
3701
3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3703 { 3282 {
3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3705 { 3284 {
3706 if (x != NULL && y != NULL) 3285 if (x && y)
3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3708 return 1; 3288 return 1;
3709 } 3289 }
3710 } 3290 }
3711 } 3291 }
3292
3712 if (x != NULL && y != NULL) 3293 if (x && y)
3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3714 return 1; 3296 return 1;
3715 } 3297 }
3716 } 3298 }
3717 } 3299 }
3300
3718 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3719 return 0; 3302 return 0;
3720} 3303}
3721 3304
3722/* 3305/*
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3322 int i = 0, j = 0;
3740 3323
3741 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3744 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3746 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3748 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3750 3333
3751 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3752 return; 3335 return;
3753 3336
3754 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++);
3755 3338
3756 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3757 { 3340 {
3758 /* 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]); */
3759 return; 3342 return;
3760 } 3343 }
3761 3344
3762 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3346 item = tr->item;
3764 3347
3765 if (item->type == SPELL) 3348 if (item->type == SPELL)
3766 { 3349 {
3767 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3768 return; 3351 return;
3827 { 3410 {
3828 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3412 object *skin;
3830 3413
3831 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3832 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
3833 if (skin == NULL) 3418 if (!skin)
3834 return; 3419 return;
3835 3420
3836 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3423 {
3883 * not readied. 3468 * not readied.
3884 */ 3469 */
3885void 3470void
3886player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3887{ 3472{
3888 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3889 3475
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3891 { 3477 pl->combat_ob = 0;
3478
3892 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3893 { 3480 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 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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