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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.163 by root, Thu Aug 23 17:16:17 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];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 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;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
307/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
309 * mode. 380 * mode.
310 */ 381 */
311 382player *
312int 383player::create ()
313add_player (client *ns)
314{ 384{
315 player *p = new player; 385 player *pl = new player;
316 386
317 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 388
320 p->next = first_player; 389 pl->ob->roll_stats ();
321 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
322 392
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
341 */ 402 */
342archetype * 403archetype *
343get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
344{ 405{
345 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 407
347 for (;;) 408 for (;;)
348 { 409 {
349 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
350 at = first_archetype; 411 i = archetypes.begin ();
351 else 412 else if (*i == at)
352 at = at->next; 413 cleanup ("not a single player archetype found");
353 414
354 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
355 return at; 416 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 417 }
363} 418}
364 419
365object * 420object *
366get_nearest_player (object *mon) 421get_nearest_player (object *mon)
367{ 422{
368 object *op = NULL; 423 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 424 objectlink *ol;
371 unsigned lastdist; 425 unsigned lastdist;
372 rv_vector rv; 426 rv_vector rv;
373 427
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 429 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 431 continue;
404 432
405 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
406 { 434 {
407 op = ol->ob; 435 op = ol->ob;
408 lastdist = rv.distance; 436 lastdist = rv.distance;
409 } 437 }
410 } 438 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 439
412 { 440 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
417 { 443 {
418 op = pl->ob; 444 op = pl->ob;
419 lastdist = rv.distance; 445 lastdist = rv.distance;
420 } 446 }
421 } 447
422 }
423#if 0 448#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 450#endif
426 return op; 451 return op;
427} 452}
445 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 472 * is probably not a good thing.
448 */ 473 */
449#define MAX_SPACES 50 474#define MAX_SPACES 50
450
451 475
452/* 476/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 510 x = mon->x;
487 y = mon->y; 511 y = mon->y;
488 m = mon->map; 512 m = mon->map;
489 dir = rv.direction; 513 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
492 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 518 if (diff > max)
494 return 0; 519 return 0;
520
495 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
496 { 522 {
497 lastx = x; 523 lastx = x;
498 lasty = y; 524 lasty = y;
499 lastmap = m; 525 lastmap = m;
581 max--; 607 max--;
582 lastdir = dir; 608 lastdir = dir;
583 if (!firstdir) 609 if (!firstdir)
584 firstdir = dir; 610 firstdir = dir;
585 } 611 }
612
586 if (diff <= 1) 613 if (diff <= 1)
587 { 614 {
588 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 616 * headed toward player for entire distance.
590 */ 617 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 620 }
621
594 if (diff > max) 622 if (diff > max)
595 return 0; 623 return 0;
596 } 624 }
625
597 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
598 if (!max) 627 if (!max)
599 return 0; 628 return 0;
600 629
601 return firstdir; 630 return firstdir;
694 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
695 link_player_skills (pl); 724 link_player_skills (pl);
696} 725}
697 726
698void 727void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 728get_party_password (object *op, partylist *party)
783{ 729{
784 if (party == NULL) 730 if (party == NULL)
785 { 731 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 733 return;
788 } 734 }
735
789 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 740}
794
795 741
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 743static int
798roll_stat (void) 744roll_stat (void)
799{ 745{
800 int a[4], i, j, k; 746 int a[4], i, j, k;
801 747
802 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
804 750
805 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 752 if (a[i] < k)
807 k = a[i], j = i; 753 k = a[i], j = i;
808 754
809 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 756 if (i != j)
812 k += a[i]; 757 k += a[i];
813 } 758
814 return k; 759 return k;
815} 760}
816 761
817void 762void
818roll_stats (object *op) 763object::roll_stats ()
819{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
820 int sum = 0; 769 int sum = 0;
821 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
823 772
824 do 773 if (sum >= 82 && sum <= 116)
774 break;
825 { 775 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 776
837 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 779
846 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
847 do 781 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 782
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 783 stats.exp = 0;
882 op->stats.ac = 0; 784 stats.ac = 0;
883 785
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
892 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
893} 798}
894 799
895void 800void
896Roll_Again (object *op) 801object::swap_stats (int a, int b)
897{ 802{
898 esrv_new_player (op->contr, 0); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 804
903void 805 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828}
829
830static void
831start_info (object *op)
905{ 832{
906 signed char tmp;
907 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
908 834
909 if (op->contr->Swap_First == -1) 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 839}
1024 840
1025/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1029 * not the class. 845 * not the class.
1030 */ 846 */
1031 847void
1032int 848player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 849{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 852
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 854 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
1053 856
1054 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1056 859
1057 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1058 861
1059 if (op->msg) 862 if (ob->msg)
1060 op->msg = NULL; 863 ob->msg = 0;
1061 864
1062 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1063 * to save here. 866 * to save here.
1064 */ 867 */
868 {
869 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1067 873
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 874 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 877 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1076 fix_player (op); 879 ob->update_stats ();
1077 880
1078 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1079 * is one for this race 882 * is one for this race
1080 */ 883 */
1081 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1082 { 885 {
1083 object *tmp; 886 object *tmp;
1084 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1085 888
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 890 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1093 * default initial map */ 896 * default initial map */
1094 tmp->destroy (); 897 tmp->destroy ();
1095 } 898 }
1096 else 899 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
1098 902
1099 return 0; 903void
1100 } 904player::chargen_race_next ()
1101 905{
1102 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1104 */ 908 */
1105 909
1106 tmp_loop = 0; 910 do
1107 while (!tmp_loop)
1108 { 911 {
1109 shstr name = op->name; 912 shstr name = ob->name;
1110 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1111 914
1112 remove_statbonus (op); 915 ob->remove_statbonus ();
1113 op->remove (); 916 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
1116 op->instantiate (); 919 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1119 op->x = x; 922 ob->x = x;
1120 op->y = y; 923 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 927 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 928 }
929 while (!allowed_class (ob));
1127 930
1128 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 933 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 936 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 937}
1190 938
1191void 939void
1192flee_player (object *op) 940flee_player (object *op)
1193{ 941{
1223 { 971 {
1224 op->enemy = NULL; 972 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 974 return;
1227 } 975 }
976
1228 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1229 978
1230 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1232 { 981 {
1233 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1234 983
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 985 return;
1238 }
1239 } 986 }
987
1240 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 990 op->enemy = NULL;
1243} 991}
1244 992
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 995 * stop.
1249 */ 996 */
1250int 997int
1251check_pick (object *op) 998check_pick (object *op)
1252{ 999{
1253 object *tmp, *next; 1000 object *tmp, *next;
1254 int stop = 0; 1001 int stop = 0;
1255 int j, k, wvratio; 1002 int wvratio;
1256 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1257 1004
1258 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1260 return 1; 1007 return 1;
1261 1008
1329 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1079 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1084 }
1085
1366 /* philosophy: 1086 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1087 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1088 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1090 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1091 * example.
1372 * The drawback: right now it has no frontend, so you need to 1092 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1093 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1441 pick_up (op, tmp); 1161 pick_up (op, tmp);
1442 continue; 1162 continue;
1443 } 1163 }
1444 1164
1445 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1447 { 1167 {
1448 pick_up (op, tmp); 1168 pick_up (op, tmp);
1449 continue; 1169 continue;
1450 } 1170 }
1451 1171
1559 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1281 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1283 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1286 {
1567 pick_up (op, tmp); 1287 pick_up (op, tmp);
1568 continue; 1288 continue;
1569 } 1289 }
1570 } 1290 }
1571 1291
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1293 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1295 {
1576 pick_up (op, tmp); 1296 pick_up (op, tmp);
1577 continue; 1297 continue;
1578 } 1298 }
1579 } 1299 }
1604 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1605 { 1325 {
1606 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1607 } 1327 }
1608 else 1328 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1332#endif
1613 continue; 1333 continue;
1614 } 1334 }
1625 * found object is returned. 1345 * found object is returned.
1626 */ 1346 */
1627object * 1347object *
1628find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1629{ 1349{
1630 object *tmp = NULL; 1350 object *tmp = 0;
1631 1351
1632 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1636 return op; 1356 return op;
1357
1637 return tmp; 1358 return tmp;
1638} 1359}
1639 1360
1640/* 1361/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1366 */
1646
1647object * 1367object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1369{
1650 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1684 else 1404 else
1685 { 1405 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1407 {
1688 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1411 {
1692 tmp = arrow; 1412 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1414 }
1695 } 1415 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1417 {
1698 tmp = arrow; 1418 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1438 * op = the shooter
1719 * type = bow->race 1439 * type = bow->race
1720 * dir = fire direction 1440 * dir = fire direction
1721 */ 1441 */
1722
1723object * 1442object *
1724pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1725{ 1444{
1726 object *tmp = NULL; 1445 object *tmp = NULL;
1727 maptile *m; 1446 maptile *m;
1792 */ 1511 */
1793int 1512int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1514{
1796 object *left, *bow; 1515 object *left, *bow;
1797 int bowspeed, mflags; 1516 int mflags;
1798 maptile *m; 1517 maptile *m;
1799 1518
1800 if (!dir) 1519 if (!dir)
1801 { 1520 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1522 return 0;
1804 } 1523 }
1805 1524
1806 if (op->type == PLAYER) 1525 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1808 else 1527 else
1809 { 1528 {
1810 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1536 if (!bow)
1818 { 1537 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1539 return 0;
1821 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1822 } 1549 }
1823 1550
1824 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1825 { 1552 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1554 return 0;
1828 } 1555 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1556
1839 if (arrow == NULL) 1557 if (arrow == NULL)
1840 { 1558 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1560 {
1843 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1564 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1848 return 0; 1567 return 0;
1849 } 1568 }
1850 } 1569 }
1851 1570
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1593 return 0;
1875 } 1594 }
1876 1595
1877 arrow->set_owner (op); 1596 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1598 arrow->direction = dir;
1881 arrow->x = sx; 1599
1882 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1632
1884 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1885 { 1634 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1919 } 1642 }
1920 else 1643 else
1921 { 1644 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1645 arrow->level = op->level;
1924 } 1646 arrow->stats.wc -= bow->magic;
1925 1647
1926 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1927 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1928 1653
1929 if (bow->slaying) 1654 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1656
1932 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1660
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1938 1663
1939 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1665 move_arrow (arrow);
1941 1666
1942 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1962{ 1687{
1963 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1964 1689
1965 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1966 { 1691 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1693 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1695 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1697 wcmod = -1;
1698
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1700 }
1975 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
1976 { 1702 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1708 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 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);
1986
1987 } 1712 }
1988 else 1713 else
1989 { 1714 {
1990 /* Simple case */ 1715 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1717 }
1718
1993 return ret; 1719 return ret;
1994} 1720}
1995
1996 1721
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1999 */ 1724 */
2000void 1725void
2001fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
2002{ 1727{
2003 object *item; 1728 object *item = op->contr->ranged_ob;
2004 1729
2005 if (!op->contr->ranges[range_misc]) 1730 if (!item)
2006 { 1731 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1733 return;
2009 } 1734 }
2010 1735
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1736 if (!item->inv)
2013 { 1737 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1739 return;
2016 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2017 if (item->type == WAND) 1745 if (item->type == WAND)
2018 { 1746 {
2019 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2020 { 1748 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
2023 return; 1752 return;
2024 } 1753 }
2025 } 1754 }
2026 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2027 { 1756 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1758 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2031 if (item->type == ROD) 1761 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1763 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
2035 return; 1766 return;
2036 } 1767 }
2037 } 1768 }
2038 1769
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1777 object *tmp;
2047 1778
2048 if (item->arch) 1779 if (item->arch)
2049 { 1780 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2052 item->speed = 0; 1783 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1784 }
1785
2055 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1788 }
2058 } 1789 }
2059 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1791 drain_rod_charge (item);
2062 }
2063 } 1792 }
2064} 1793}
2065 1794
2066/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2067 */ 1796 */
2068void 1797bool
2069fire (object *op, int dir) 1798fire (object *op, int dir)
2070{ 1799{
2071 int spellcost = 0; 1800 int spellcost = 0;
2072 1801
2073 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2075 make_visible (op); 1804 make_visible (op);
2076 1805
2077 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
2078 { 1812 }
2079 case range_none:
2080 return;
2081 1813
2082 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
2083 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2084 return; 1831 break;
2085 1832
2086 case range_magic: /* Casting spells */ 1833 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1835 break;
2089 1836
2090 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
2091 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2092 return; 1847 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1848 }
2120}
2121 1849
2122 1850 return true;
1851}
2123 1852
2124/* find_key 1853/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1858 * pl is the player,
2130 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2133 */ 1862 */
2134
2135object * 1863object *
2136find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2137{ 1865{
2138 object *tmp, *key; 1866 object *tmp, *key;
2139 1867
2140 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1869 if (!container->inv)
2142 return NULL; 1870 return 0;
2143 1871
2144 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1874 {
2147 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1876 break;
2149 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2151 */ 1879 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1881 break;
2154 } 1882 }
1883
2155 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1887 * a key, return
2159 */ 1888 */
2160 if (!tmp) 1889 if (!tmp)
2161 { 1890 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1892 {
2164 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1895 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2168 return key; 1897 return key;
2169 } 1898 }
2170 } 1899 }
1900
2171 if (!tmp) 1901 if (!tmp)
2172 return NULL; 1902 return NULL;
2173 } 1903 }
1904
2174 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1906 * see if we actually want to use it
2176 */ 1907 */
2177 if (pl != container) 1908 if (pl != container)
2178 { 1909 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1932 return NULL;
2202 } 1933 }
2203 } 1934 }
1935
2204 return tmp; 1936 return tmp;
2205} 1937}
2206 1938
2207/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1942 * 0 otherwise
2211 */ 1943 */
2212static int 1944static int
2213player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2214{ 1946{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2219 */ 1950 */
2220 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2221 1952
2222 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2223 if (key) 1954 if (key)
2224 { 1955 {
2225 object *container = key->env; 1956 object *container = key->env;
2226 1957
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2229 make_visible (op); 1959 make_visible (op);
1960
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2232 if (door->type == DOOR) 1964 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2237 { 1967 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1970 }
1971
2241 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2244 if (container != op) 1975 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2246 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2247 } 1979 }
2248 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2249 { 1981 {
2250 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 1984 return 1;
2253 } 1985 }
1986
2254 return 0; 1987 return 0;
2255} 1988}
2256 1989
2257/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2262 */ 1995 */
2263 1996bool
2264void
2265move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2266{ 1998{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 1999 int on_battleground;
2270 maptile *m;
2271 2000
2272 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2274 2003
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2276 2014
2277 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2022 * move_ob uses.
2285 */ 2023 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2025
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2029 * on the space
2308 */ 2030 */
2309 while (tmp != NULL) 2031 object *mon;
2310 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2033 {
2312 { 2034 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2314 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2037 && mon != op)
2320 break; 2038 break;
2321 } 2039 }
2322 2040
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2042 return false; /* into a wall */
2331 2043
2332 if (mon->head != NULL)
2333 mon = mon->head; 2044 mon = mon->head_ ();
2334 2045
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2337 return; 2051 return true;
2052 }
2338 2053
2339 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2059 * and thus will not push them.
2345 */ 2060 */
2346 2061
2347 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2350 */ 2065 */
2351 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2069 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2071 {
2361 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2073 if (op->contr->braced)
2363 return; 2074 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2366 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2084 make_visible (op);
2085
2368 return; 2086 return true;
2369 } 2087 }
2088 else
2089 return false;
2090 }
2370 2091
2371 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2095 * attack them either.
2375 */ 2096 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2379 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2101 && !on_battleground))
2381 && mon->contr-> 2102 {
2382 peaceful)) && 2103 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2104 {
2105 --op->speed_left;
2106
2388 if (!op->contr->braced) 2107 if (!op->contr->braced)
2389 { 2108 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2392 } 2111 }
2393 else 2112 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2114
2397 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2116 make_visible (op);
2399 }
2400 2117
2118 return true;
2119 }
2120 }
2401 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2123 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2405 { 2127 {
2128 --op->speed_left;
2129
2406 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2408 make_visible (op); 2132 make_visible (op);
2409 }
2410 2133
2134 return true;
2135 }
2136 }
2411 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2142 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2145 {
2421 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2147 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2430 2149
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2150 skill_attack (mon, op, 0, 0, 0);
2435 2151
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2450 make_visible (op); 2153 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2154
2455int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2456move_player (object *op, int dir) 2163move_player (object *op, int dir)
2457{ 2164{
2458 int pick; 2165 int pick;
2459 2166
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2168 return 0;
2462 2169
2463 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2465 { 2172 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2174 return 0;
2468 } 2175 }
2469 2176
2470 /* peterm: added following line */ 2177 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2180
2474 op->facing = dir; 2181 op->facing = dir;
2475 2182
2476 if (op->hide) 2183 if (op->hide)
2477 do_hidden_move (op); 2184 do_hidden_move (op);
2478 2185
2186 bool retval;
2187
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2189 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2482 fire (op, dir); 2191 retval = fire (op, dir);
2483 else 2192 else
2484 { 2193 {
2485 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2195 pick = check_pick (op);
2487 } 2196 }
2488 2197
2489 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2199 * server can handle repeat firing.
2491 */ 2200 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2202 op->direction = dir;
2495 }
2496 else 2203 else
2497 {
2498 op->direction = 0; 2204 op->direction = 0;
2499 } 2205
2500 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2208 * for players.
2503 */ 2209 */
2504 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2505 return 0; 2211
2212 return retval;
2506} 2213}
2507 2214
2508/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2216 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2218 * the new speed values for commands.
2512 * 2219 *
2513 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2514 */ 2223 */
2515int 2224bool
2516handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2517{ 2226{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2228 {
2540 flee_player (op); 2229 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2230 {
2544 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2545 return 0; 2234 return true;
2546 } 2235 }
2236 else
2237 return false;
2547 } 2238 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2239
2557 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2242 * called, so we recheck it here.
2560 */ 2243 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2244 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2245 return true;
2567 2246
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2249
2584 return 0; 2250 return false;
2585} 2251}
2586 2252
2587int 2253int
2588save_life (object *op) 2254save_life (object *op)
2589{ 2255{
2591 return 0; 2257 return 0;
2592 2258
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2261 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598 2264
2599 if (op->contr) 2265 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2601 2267
2606 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2607 2273
2608 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2609 op->stats.food = 999; 2275 op->stats.food = 999;
2610 2276
2611 fix_player (op); 2277 op->update_stats ();
2612 return 1; 2278 return 1;
2613 } 2279 }
2614 2280
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2624 * from. 2290 * from.
2625 */ 2291 */
2626void 2292static void
2627remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2628{ 2294{
2629 object *next;
2630
2631 while (op) 2295 while (op)
2632 { 2296 {
2633 next = op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2298
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2300 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2644 } 2305 }
2645 else if (op->inv) 2306 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2647 2308
2648 op = next; 2309 op = next;
2649 } 2310 }
2650} 2311}
2651 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2652 2319
2653/* 2320/*
2654 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2358 strcat (buf2, buf);
2692 2359
2693 return buf2; 2360 return buf2;
2694} 2361}
2695
2696
2697 2362
2698void 2363void
2699do_some_living (object *op) 2364do_some_living (object *op)
2700{ 2365{
2701 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2372 int rate_grace = 2000;
2708 const int max_hp = 1; 2373 const int max_hp = 1;
2709 const int max_sp = 1; 2374 const int max_sp = 1;
2710 const int max_grace = 1; 2375 const int max_grace = 1;
2711 2376
2712 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2718 2395
2719 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2720 { 2397 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2402 else
2727 { 2403 {
2728 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2406 }
2407
2731 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2410 else
2734 { 2411 {
2735 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2414 }
2415
2738 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2418 else
2741 { 2419 {
2742 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2422 }
2745 2423
2746 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp)
2751 {
2752 op->stats.sp++;
2753 /* dms do not consume food */
2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2755 {
2756 op->stats.food--;
2757 if (op->contr->digestion < 0)
2758 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food;
2761 }
2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 }
2788
2789 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2792 { 2427 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2795 if (max_grace > 1) 2431 if (max_grace > 1)
2796 { 2432 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2434 if (over_grace > 0)
2799 { 2435 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2812 } 2448 }
2813 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2814 } 2450 }
2815 2451
2452 if (op->stats.food > 0)
2453 {
2816 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2817 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp)
2820 { 2456 {
2821 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2822 /* dms do not consume food */ 2458
2823 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2824 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2825 op->stats.food--; 2466 op->stats.food--;
2467
2826 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2830 } 2473 }
2831 } 2474
2832 if (max_hp > 1) 2475 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2476 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2838 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2495 }
2840 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2841 { 2504 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2843 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 } 2530 }
2845 else 2531 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2533 }
2849 } 2534 }
2850 2535
2851 /* Digestion */ 2536 /* Digestion */
2852 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2853 { 2538 {
2854#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2541
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2543
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2544 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2546 op->stats.food--;
2868 } 2547 }
2869 }
2870 2548
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2550 {
2873 object *tmp, *flesh = NULL; 2551 object *tmp, *flesh = 0;
2874 2552
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2554 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2556 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2560 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2562 break;
2885 } 2563 }
2886 else if (tmp->type == FLESH) 2564 else if (tmp->type == FLESH)
2887 flesh = tmp; 2565 flesh = tmp;
2888 } /* End if paid for object */ 2566 } /* End if paid for object */
2889 } /* end of for loop */ 2567 } /* end of for loop */
2568
2890 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2570 * eat flesh instead.
2892 */ 2571 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2573 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2897 } 2580 {
2898 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2899 2584
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 op->stats.food++, op->stats.hp--;
2902
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2904 kill_player (op); 2586 kill_player (op);
2587 }
2905} 2588}
2906
2907
2908 2589
2909/* If the player should die (lack of hp, food, etc), we call this. 2590/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2591 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2593 * file.
2930 object *tmp; 2611 object *tmp;
2931 2612
2932 if (save_life (op)) 2613 if (save_life (op))
2933 return; 2614 return;
2934 2615
2935
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2619 */
2940 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2624
2945 /* restore player */ 2625 /* restore player */
2946 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2628 {
2950 tmp->destroy (); 2629 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2631 }
2953 2632
2954 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2635 {
2958 tmp->destroy (); 2636 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2638 }
2961 2639
2963 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2643 op->stats.food = 999;
2966 2644
2967 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2647 {
2971 sprintf (buf, "%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2649 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2653 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2657 }
2982 2658
2983 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2661 op->contr->braced = 0;
2990 2666
2991 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2992 2668
2993 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2994 { 2670 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
3004 } 2673 }
3005 else 2674 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
3015 } 2676
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
3017 2678
3018 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
3019 x = op->x; 2680 x = op->x;
3020 y = op->y; 2681 y = op->y;
3021 map = op->map; 2682 map = op->map;
3022 2683
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2685 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2686 * See the config.h file for a little more in depth detail about this.
3029 */ 2687 */
3030 2688
3031 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2691 * of death.
3034 */ 2692 */
3035#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2694 if (settings.balanced_stat_loss)
3037 { 2695 {
3038 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2698 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2701 little bit harder. */
3044 /* GD */ 2702 /* GD */
3045 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2704 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2705 else
3051 { 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
3052 num_stats_lose = 1; 2709 num_stats_lose = 1;
3053 } 2710
3054 lost_a_stat = 0; 2711 lost_a_stat = 0;
3055 2712
3056 for (z = 0; z < num_stats_lose; z++) 2713 for (z = 0; z < num_stats_lose; z++)
3057 { 2714 {
3058 i = RANDOM () % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
3059 2716
3060 if (settings.stat_loss_on_death) 2717 if (settings.stat_loss_on_death)
2718 {
2719 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost.
2721 */
2722 change_attr_value (&(op->stats), i, -1);
2723 check_stat_bounds (&(op->stats));
2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2725 check_stat_bounds (&(op->contr->orig_stats));
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 lost_a_stat = 1;
2728 }
2729 else
2730 {
2731 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion");
2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
3061 { 2737 {
3062 /* Pick a random stat and take a point off it. Tell the player 2738 dep = arch_to_object (deparch);
3063 * what he lost. 2739 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2740 }
3072 else 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
3073 { 2743 {
3074 /* deplete a stat */ 2744 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2745 /* Get the stat that we're about to deplete. */
3076 object *dep; 2746 this_stat = get_attr_value (&(dep->stats), i);
3077 2747 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2748 {
3081 dep = arch_to_object (deparch); 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2750 int keep_chance = this_stat * this_stat;
3083 } 2751
3084 lose_this_stat = 1; 2752 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2758 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2759 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2761 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2762 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2763 else
3126 if (this_stat >= -50)
3127 { 2764 {
3128 change_attr_value (&(dep->stats), i, -1); 2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2770 }
3134 } 2771 }
3135 } 2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a
2781 * difference.
2782 */
2783 if (this_stat >= -50)
2784 {
2785 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
3136 } 2791 }
2792 }
2793 }
3137 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2795 if (!lost_a_stat)
3139 { 2796 {
3140 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2798 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2799 const char *god = determine_god (op);
3143 2800
3144 if (god && (strcmp (god, "none"))) 2801 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2803 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2805 }
3149#else 2806#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2808#endif
3152 2809
3153 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2811 * exp loss on the stone.
3155 */ 2812 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2815 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2817 tmp->name_pl = buf;
3161 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2819 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2820 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2822
3166 /**************************************/ 2823 /**************************************/
3167 /* */ 2824 /* */
3168 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
3171 /* */ 2828 /* */
3172 /**************************************/ 2829 /**************************************/
3173 2830
3174 /* remove any poisoning and confusion the character may be suffering. */ 2831 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2832 /* restore player */
3176 at = archetype::find ("poisoning"); 2833 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
3178 2835
3179 if (tmp) 2836 if (tmp)
3180 { 2837 {
3181 tmp->destroy (); 2838 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2840 }
3184 2841
3185 at = archetype::find ("confusion"); 2842 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2843 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2844 if (tmp)
3188 { 2845 {
3189 tmp->destroy (); 2846 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2848 }
3192 2849
3193 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
3194 2851
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
3198 op->stats.food = 900; 2855 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2859
3203 /* 2860 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2861 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
3206 * in the map. 2863 */
3207 */ 2864 op->drop_unpaid_items ();
3208 2865
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2866 /****************************************/
3213 /* */ 2867 /* */
3214 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3216 /* */ 2870 /* */
3217 /****************************************/ 2871 /****************************************/
3218 2872
3219 enter_player_savebed (op); 2873 enter_player_savebed (op);
3220 2874
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2875 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2876
3227 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2880 * on the space that might harm the player.
3231 */ 2881 */
3232 will_kill_again = 0; 2882 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
3236 2886
3237 if (will_kill_again) 2887 if (will_kill_again)
3238 { 2888 {
3239 object *force; 2889 object *force;
3240 int at; 2890 int at;
3241 2891
3242 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2894 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2899 force->resist[at] = 100;
3250 2900
3251 insert_ob_in_ob (force, op); 2901 insert_ob_in_ob (force, op);
3252 fix_player (op); 2902 op->update_stats ();
3253 2903
3254 } 2904 }
3255 2905
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2907}
3325
3326 2908
3327void 2909void
3328loot_object (object *op) 2910loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3331 2913
3332 if (op->container) 2914 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2915
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3338 { 2917 {
3339 next = tmp->below; 2918 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2919
2920 if (tmp->invisible)
3341 continue; 2921 continue;
2922
3342 tmp->remove (); 2923 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3344 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2928
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2930 {
3350 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3351 { 2932 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2934 tmp2->destroy ();
3364/* 2945/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2948 * was changed.
3368 */ 2949 */
3369
3370void 2950void
3371fix_weight (void) 2951fix_weight (void)
3372{ 2952{
3373 player *pl; 2953 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2954 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2956
3379 if (old == sum) 2957 if (old == sum)
3380 continue; 2958 continue;
3381 fix_player (pl->ob); 2959 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2961 }
3384} 2962}
3385 2963
3386void 2964void
3387fix_luck (void) 2965fix_luck (void)
3388{ 2966{
3389 player *pl; 2967 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3394} 2970}
3395
3396 2971
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3400 */ 2975 */
3401
3402void 2976void
3403cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3404{ 2978{
3405 object *skop, *spob; 2979 object *skop, *spob;
3406 2980
3440 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3441 { 3015 {
3442 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3444 } 3018 }
3019
3445 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3446} 3021}
3447 3022
3448int 3023int
3449is_true_undead (object *op) 3024is_true_undead (object *op)
3450{ 3025{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3027 return 1;
3455 3028
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3029 return 0;
3462} 3030}
3463 3031
3464/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3079 */
3512
3513void 3080void
3514do_hidden_move (object *op) 3081do_hidden_move (object *op)
3515{ 3082{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3084 object *skop;
3521 3088
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3090
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3528 { 3094 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3096 make_visible (op);
3531 return; 3097 return;
3532 } 3098 }
3533 else 3099 else
3534 num += 20; 3100 num += 20;
3535 } 3101
3536 num += op->map->difficulty; 3102 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3104 num -= hide;
3105
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3107 {
3541 make_visible (op); 3108 make_visible (op);
3542 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3111 }
3545 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3114}
3550 3115
3551/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3552 3117
3553int 3118int
3580 if (mflags & P_OUT_OF_MAP) 3145 if (mflags & P_OUT_OF_MAP)
3581 continue; 3146 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3148 continue;
3584 3149
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3151 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3153 return 1;
3589 else if (tmp->type == PLAYER) 3154 else if (tmp->type == PLAYER)
3590 { 3155 {
3601 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3609 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 3175 * -b.t.
3611 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3612 */ 3177 */
3613
3614int 3178int
3615player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3616{ 3180{
3617 rv_vector rv; 3181 rv_vector rv;
3618 int dx, dy; 3182 int dx, dy;
3620 if (pl->type != PLAYER) 3184 if (pl->type != PLAYER)
3621 { 3185 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3187 return -1;
3624 } 3188 }
3189
3625 if (!pl || !op) 3190 if (!pl || !op)
3626 return 0; 3191 return 0;
3627 3192
3628 if (op->head)
3629 {
3630 op = op->head; 3193 op = op->head_ ();
3631 } 3194
3632 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3633 3196
3634 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3198 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3637 * a blocked los square. 3200 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3639 */ 3202 */
3640 while (op) 3203 while (op)
3641 { 3204 {
3642 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3644 3207
3645 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3210 * for any meaningful values.
3648 */ 3211 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3215 return 1;
3216
3653 op = op->more; 3217 op = op->more;
3654 } 3218 }
3219
3655 return 0; 3220 return 0;
3656} 3221}
3657 3222
3658/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3662 * return 0. 3227 * return 0.
3663 */ 3228 */
3664int 3229int
3665action_makes_visible (object *op) 3230action_makes_visible (object *op)
3666{ 3231{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 { 3233 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3671 return 0; 3235 return 0;
3672 3236
3678 { 3242 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3680 return 1; 3244 return 1;
3681 } 3245 }
3682 } 3246 }
3247
3683 return 0; 3248 return 0;
3684} 3249}
3685 3250
3686/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3692 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3258 */
3694int 3259int
3695op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3696{ 3261{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3269 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 { 3271 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3276 {
3712 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 { 3279 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3718 { 3281 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3720 { 3283 {
3721 if (x != NULL && y != NULL) 3284 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3723 return 1; 3287 return 1;
3724 } 3288 }
3725 } 3289 }
3726 } 3290 }
3291
3727 if (x != NULL && y != NULL) 3292 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3729 return 1; 3295 return 1;
3730 } 3296 }
3731 } 3297 }
3732 } 3298 }
3299
3733 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3734 return 0; 3301 return 0;
3735} 3302}
3736 3303
3737/* 3304/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3321 int i = 0, j = 0;
3755 3322
3756 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3332
3766 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3767 return; 3334 return;
3768 3335
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3337
3771 if (tr == NULL || tr->item == NULL) 3338 if (!tr || !tr->item)
3772 { 3339 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3341 return;
3775 } 3342 }
3776 3343
3777 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3345 item = tr->item;
3779 3346
3780 if (item->type == SPELL) 3347 if (item->type == SPELL)
3781 { 3348 {
3782 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3783 return; 3350 return;
3842 { 3409 {
3843 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3411 object *skin;
3845 3412
3846 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3415 ;
3416
3848 if (skin == NULL) 3417 if (!skin)
3849 return; 3418 return;
3850 3419
3851 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3422 {
3898 * not readied. 3467 * not readied.
3899 */ 3468 */
3900void 3469void
3901player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3902{ 3471{
3903 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3904 3474
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3906 { 3476 pl->combat_ob = 0;
3477
3907 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3908 { 3479 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines