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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
307/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
309 * mode. 381 * mode.
310 */ 382 */
311 383player *
312int 384player::create ()
313add_player (client *ns)
314{ 385{
315 player *p = new player; 386 player *pl = new player;
316 387
317 p->socket = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 389
320 p->next = first_player; 390 pl->ob->roll_stats ();
321 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
322 393
323 p = get_player (p);
324
325 set_first_map (p->ob); 394 set_first_map (pl->ob);
326 395
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; 396 return pl;
335} 397}
336 398
337/* 399/*
338 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
341 */ 403 */
342archetype * 404archetype *
343get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
344{ 406{
345 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 408
347 for (;;) 409 for (;;)
348 { 410 {
349 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
350 at = first_archetype; 412 i = archetypes.begin ();
351 else 413 else if (*i == at)
352 at = at->next; 414 cleanup ("not a single player archetype found");
353 415
354 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
355 return at; 417 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 418 }
363} 419}
364 420
365object * 421object *
366get_nearest_player (object *mon) 422get_nearest_player (object *mon)
367{ 423{
368 object *op = NULL; 424 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 425 objectlink *ol;
371 unsigned lastdist; 426 unsigned lastdist;
372 rv_vector rv; 427 rv_vector rv;
373 428
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 430 {
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)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 432 continue;
404 433
405 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
406 { 435 {
407 op = ol->ob; 436 op = ol->ob;
408 lastdist = rv.distance; 437 lastdist = rv.distance;
409 } 438 }
410 } 439 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 440
412 { 441 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
417 { 444 {
418 op = pl->ob; 445 op = pl->ob;
419 lastdist = rv.distance; 446 lastdist = rv.distance;
420 } 447 }
421 } 448
422 }
423#if 0 449#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 451#endif
426 return op; 452 return op;
427} 453}
445 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 473 * is probably not a good thing.
448 */ 474 */
449#define MAX_SPACES 50 475#define MAX_SPACES 50
450
451 476
452/* 477/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 511 x = mon->x;
487 y = mon->y; 512 y = mon->y;
488 m = mon->map; 513 m = mon->map;
489 dir = rv.direction; 514 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
492 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 519 if (diff > max)
494 return 0; 520 return 0;
521
495 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
496 { 523 {
497 lastx = x; 524 lastx = x;
498 lasty = y; 525 lasty = y;
499 lastmap = m; 526 lastmap = m;
581 max--; 608 max--;
582 lastdir = dir; 609 lastdir = dir;
583 if (!firstdir) 610 if (!firstdir)
584 firstdir = dir; 611 firstdir = dir;
585 } 612 }
613
586 if (diff <= 1) 614 if (diff <= 1)
587 { 615 {
588 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 617 * headed toward player for entire distance.
590 */ 618 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 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); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 621 }
622
594 if (diff > max) 623 if (diff > max)
595 return 0; 624 return 0;
596 } 625 }
626
597 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
598 if (!max) 628 if (!max)
599 return 0; 629 return 0;
600 630
601 return firstdir; 631 return firstdir;
694 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
695 link_player_skills (pl); 725 link_player_skills (pl);
696} 726}
697 727
698void 728void
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) 729get_party_password (object *op, partylist *party)
783{ 730{
784 if (party == NULL) 731 if (party == NULL)
785 { 732 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 734 return;
788 } 735 }
736
789 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 741}
794
795 742
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 744static int
798roll_stat (void) 745roll_stat (void)
799{ 746{
800 int a[4], i, j, k; 747 int a[4], i, j, k;
801 748
802 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
804 751
805 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 753 if (a[i] < k)
807 k = a[i], j = i; 754 k = a[i], j = i;
808 755
809 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 757 if (i != j)
812 k += a[i]; 758 k += a[i];
813 } 759
814 return k; 760 return k;
815} 761}
816 762
817void 763void
818roll_stats (object *op) 764object::roll_stats ()
819{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
820 int sum = 0; 770 int sum = 0;
821 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
823 773
824 do 774 if (sum >= 82 && sum <= 116)
775 break;
825 { 776 }
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);
836 777
837 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 779 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;
845 780
846 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
847 do 782 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);
862 783
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; 784 stats.exp = 0;
882 op->stats.ac = 0; 785 stats.ac = 0;
883 786
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; 787 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
892 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
893} 799}
894 800
895void 801void
896Roll_Again (object *op) 802object::swap_stats (int a, int b)
897{ 803{
898 esrv_new_player (op->contr, 0); 804 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}
902 805
903void 806 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
905{ 833{
906 signed char tmp;
907 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
908 835
909 if (op->contr->Swap_First == -1) 836 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); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 838 //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); 839 //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} 840}
1024 841
1025/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1029 * not the class. 846 * not the class.
1030 */ 847 */
1031 848void
1032int 849player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 850{
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 */ 851 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 853
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 855 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1053 857
1054 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1056 860
1057 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1058 862
1059 if (op->msg) 863 if (ob->msg)
1060 op->msg = NULL; 864 ob->msg = 0;
1061 865
1062 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1063 * to save here. 867 * to save here.
1064 */ 868 */
869 {
870 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1067 874
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 875 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 878 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1076 fix_player (op); 880 ob->update_stats ();
1077 881
1078 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1079 * is one for this race 883 * is one for this race
1080 */ 884 */
1081 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1082 { 886 {
1083 object *tmp; 887 object *tmp;
1084 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1085 889
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 891 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1093 * default initial map */ 897 * default initial map */
1094 tmp->destroy (); 898 tmp->destroy ();
1095 } 899 }
1096 else 900 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
1098 903
1099 return 0; 904void
1100 } 905player::chargen_race_next ()
1101 906{
1102 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1104 */ 909 */
1105 910
1106 tmp_loop = 0; 911 do
1107 while (!tmp_loop)
1108 { 912 {
1109 shstr name = op->name; 913 shstr name = ob->name;
1110 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1111 915
1112 remove_statbonus (op); 916 ob->remove_statbonus ();
1113 op->remove (); 917 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1116 op->instantiate (); 920 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1119 op->x = x; 923 ob->x = x;
1120 op->y = y; 924 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 928 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 929 }
930 while (!allowed_class (ob));
1127 931
1128 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 934 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 937 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} 938}
1190 939
1191void 940void
1192flee_player (object *op) 941flee_player (object *op)
1193{ 942{
1223 { 972 {
1224 op->enemy = NULL; 973 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 975 return;
1227 } 976 }
977
1228 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1229 979
1230 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1232 { 982 {
1233 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1234 984
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 986 return;
1238 }
1239 } 987 }
988
1240 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 991 op->enemy = NULL;
1243} 992}
1244 993
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 996 * stop.
1249 */ 997 */
1250int 998int
1251check_pick (object *op) 999check_pick (object *op)
1252{ 1000{
1253 object *tmp, *next; 1001 object *tmp, *next;
1254 int stop = 0; 1002 int stop = 0;
1255 int j, k, wvratio; 1003 int wvratio;
1256 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1257 1005
1258 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1260 return 1; 1008 return 1;
1261 1009
1329 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 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)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1080 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 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)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 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 } 1085 }
1086
1366 /* philosophy: 1087 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1092 * example.
1372 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1441 pick_up (op, tmp); 1162 pick_up (op, tmp);
1442 continue; 1163 continue;
1443 } 1164 }
1444 1165
1445 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1447 { 1168 {
1448 pick_up (op, tmp); 1169 pick_up (op, tmp);
1449 continue; 1170 continue;
1450 } 1171 }
1451 1172
1559 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1282 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1284 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1287 {
1567 pick_up (op, tmp); 1288 pick_up (op, tmp);
1568 continue; 1289 continue;
1569 } 1290 }
1570 } 1291 }
1571 1292
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1294 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1296 {
1576 pick_up (op, tmp); 1297 pick_up (op, tmp);
1577 continue; 1298 continue;
1578 } 1299 }
1579 } 1300 }
1604 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1605 { 1326 {
1606 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1607 } 1328 }
1608 else 1329 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1333#endif
1613 continue; 1334 continue;
1614 } 1335 }
1625 * found object is returned. 1346 * found object is returned.
1626 */ 1347 */
1627object * 1348object *
1628find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1629{ 1350{
1630 object *tmp = NULL; 1351 object *tmp = 0;
1631 1352
1632 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1636 return op; 1357 return op;
1358
1637 return tmp; 1359 return tmp;
1638} 1360}
1639 1361
1640/* 1362/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1367 */
1646
1647object * 1368object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1370{
1650 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1684 else 1405 else
1685 { 1406 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1408 {
1688 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1412 {
1692 tmp = arrow; 1413 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1415 }
1695 } 1416 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1418 {
1698 tmp = arrow; 1419 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1439 * op = the shooter
1719 * type = bow->race 1440 * type = bow->race
1720 * dir = fire direction 1441 * dir = fire direction
1721 */ 1442 */
1722
1723object * 1443object *
1724pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1725{ 1445{
1726 object *tmp = NULL; 1446 object *tmp = NULL;
1727 maptile *m; 1447 maptile *m;
1792 */ 1512 */
1793int 1513int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1515{
1796 object *left, *bow; 1516 object *left, *bow;
1797 int bowspeed, mflags; 1517 int mflags;
1798 maptile *m; 1518 maptile *m;
1799 1519
1800 if (!dir) 1520 if (!dir)
1801 { 1521 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1523 return 0;
1804 } 1524 }
1805 1525
1806 if (op->type == PLAYER) 1526 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1808 else 1528 else
1809 { 1529 {
1810 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1537 if (!bow)
1818 { 1538 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1540 return 0;
1821 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1822 } 1550 }
1823 1551
1824 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1825 { 1553 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1555 return 0;
1828 } 1556 }
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 1557
1839 if (arrow == NULL) 1558 if (arrow == NULL)
1840 { 1559 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1561 {
1843 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1565 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1848 return 0; 1568 return 0;
1849 } 1569 }
1850 } 1570 }
1851 1571
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1594 return 0;
1875 } 1595 }
1876 1596
1877 arrow->set_owner (op); 1597 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1599 arrow->direction = dir;
1881 arrow->x = sx; 1600
1882 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1633
1884 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1885 { 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1919 } 1643 }
1920 else 1644 else
1921 { 1645 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1646 arrow->level = op->level;
1924 } 1647 arrow->stats.wc -= bow->magic;
1925 1648
1926 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1927 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1928 1654
1929 if (bow->slaying) 1655 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1657
1932 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1661
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1938 1664
1939 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1666 move_arrow (arrow);
1941 1667
1942 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1962{ 1688{
1963 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1964 1690
1965 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1966 { 1692 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1694 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1696 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1698 wcmod = -1;
1699
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1701 }
1975 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1976 { 1703 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1709 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 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);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1713 }
1988 else 1714 else
1989 { 1715 {
1990 /* Simple case */ 1716 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1718 }
1719
1993 return ret; 1720 return ret;
1994} 1721}
1995
1996 1722
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1999 */ 1725 */
2000void 1726void
2001fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2002{ 1728{
2003 object *item; 1729 object *item = op->contr->ranged_ob;
2004 1730
2005 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2006 { 1732 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1734 return;
2009 } 1735 }
2010 1736
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1737 if (!item->inv)
2013 { 1738 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1740 return;
2016 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2017 if (item->type == WAND) 1746 if (item->type == WAND)
2018 { 1747 {
2019 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2020 { 1749 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 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)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2023 return; 1753 return;
2024 } 1754 }
2025 } 1755 }
2026 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2027 { 1757 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1759 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2031 if (item->type == ROD) 1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1764 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2035 return; 1767 return;
2036 } 1768 }
2037 } 1769 }
2038 1770
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1778 object *tmp;
2047 1779
2048 if (item->arch) 1780 if (item->arch)
2049 { 1781 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2052 item->speed = 0; 1784 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1785 }
1786
2055 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1789 }
2058 } 1790 }
2059 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1792 drain_rod_charge (item);
2062 }
2063 } 1793 }
2064} 1794}
2065 1795
2066/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2067 */ 1797 */
2068void 1798bool
2069fire (object *op, int dir) 1799fire (object *op, int dir)
2070{ 1800{
2071 int spellcost = 0; 1801 int spellcost = 0;
2072 1802
2073 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2075 make_visible (op); 1805 make_visible (op);
2076 1806
2077 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2078 { 1813 }
2079 case range_none:
2080 return;
2081 1814
2082 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2083 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2084 return; 1832 break;
2085 1833
2086 case range_magic: /* Casting spells */ 1834 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1836 break;
2089 1837
2090 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2091 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2092 return; 1848 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 } 1849 }
2120}
2121 1850
2122 1851 return true;
1852}
2123 1853
2124/* find_key 1854/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1859 * pl is the player,
2130 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2133 */ 1863 */
2134
2135object * 1864object *
2136find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2137{ 1866{
2138 object *tmp, *key; 1867 object *tmp, *key;
2139 1868
2140 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1870 if (!container->inv)
2142 return NULL; 1871 return 0;
2143 1872
2144 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1875 {
2147 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1877 break;
2149 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2151 */ 1880 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1882 break;
2154 } 1883 }
1884
2155 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1888 * a key, return
2159 */ 1889 */
2160 if (!tmp) 1890 if (!tmp)
2161 { 1891 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1893 {
2164 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1896 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2168 return key; 1898 return key;
2169 } 1899 }
2170 } 1900 }
1901
2171 if (!tmp) 1902 if (!tmp)
2172 return NULL; 1903 return NULL;
2173 } 1904 }
1905
2174 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1907 * see if we actually want to use it
2176 */ 1908 */
2177 if (pl != container) 1909 if (pl != container)
2178 { 1910 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 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)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1933 return NULL;
2202 } 1934 }
2203 } 1935 }
1936
2204 return tmp; 1937 return tmp;
2205} 1938}
2206 1939
2207/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1943 * 0 otherwise
2211 */ 1944 */
2212static int 1945static int
2213player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2214{ 1947{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2219 */ 1951 */
2220 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2221 1953
2222 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2223 if (key) 1955 if (key)
2224 { 1956 {
2225 object *container = key->env; 1957 object *container = key->env;
2226 1958
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2229 make_visible (op); 1960 make_visible (op);
1961
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2232 if (door->type == DOOR) 1965 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2237 { 1968 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1971 }
1972
2241 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2244 if (container != op) 1976 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2246 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2247 } 1980 }
2248 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2249 { 1982 {
2250 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 1985 return 1;
2253 } 1986 }
1987
2254 return 0; 1988 return 0;
2255} 1989}
2256 1990
2257/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2262 */ 1996 */
2263 1997bool
2264void
2265move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2266{ 1999{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2000 int on_battleground;
2270 maptile *m;
2271 2001
2272 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2274 2004
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2276 2015
2277 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2019 * 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 2020 * 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 2021 * 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 2022 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2023 * move_ob uses.
2285 */ 2024 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
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 2026
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 2027 /* 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. 2028 * 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 2029 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2030 * on the space
2308 */ 2031 */
2309 while (tmp != NULL) 2032 object *mon;
2310 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2034 {
2312 { 2035 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2314 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2038 && mon != op)
2320 break; 2039 break;
2321 } 2040 }
2322 2041
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 */ 2042 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2043 return false; /* into a wall */
2331 2044
2332 if (mon->head != NULL)
2333 mon = mon->head; 2045 mon = mon->head_ ();
2334 2046
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2337 return; 2052 return true;
2053 }
2338 2054
2339 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2060 * and thus will not push them.
2345 */ 2061 */
2346 2062
2347 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2350 */ 2066 */
2351 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2070 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2072 {
2361 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2074 if (op->contr->braced)
2363 return; 2075 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2366 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2085 make_visible (op);
2086
2368 return; 2087 return true;
2369 } 2088 }
2089 else
2090 return false;
2091 }
2370 2092
2371 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2096 * attack them either.
2375 */ 2097 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2379 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2102 && !on_battleground))
2381 && mon->contr-> 2103 {
2382 peaceful)) && 2104 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2105 {
2106 --op->speed_left;
2107
2388 if (!op->contr->braced) 2108 if (!op->contr->braced)
2389 { 2109 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2392 } 2112 }
2393 else 2113 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2115
2397 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2117 make_visible (op);
2399 }
2400 2118
2119 return true;
2120 }
2121 }
2401 /* If the object is a boulder or other rollable object, then 2122 /* 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. 2123 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2124 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2405 { 2128 {
2129 --op->speed_left;
2130
2406 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2408 make_visible (op); 2133 make_visible (op);
2409 }
2410 2134
2135 return true;
2136 }
2137 }
2411 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2140 * 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 2141 * 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. 2142 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2143 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 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))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2146 {
2421 2147 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 { 2148 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2430 2150
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); 2151 skill_attack (mon, op, 0, 0, 0);
2435 2152
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)) 2153 if (action_makes_visible (op))
2450 make_visible (op); 2154 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2155
2455int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2456move_player (object *op, int dir) 2164move_player (object *op, int dir)
2457{ 2165{
2458 int pick; 2166 int pick;
2459 2167
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2169 return 0;
2462 2170
2463 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2465 { 2173 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2175 return 0;
2468 } 2176 }
2469 2177
2470 /* peterm: added following line */ 2178 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2181
2474 op->facing = dir; 2182 op->facing = dir;
2475 2183
2476 if (op->hide) 2184 if (op->hide)
2477 do_hidden_move (op); 2185 do_hidden_move (op);
2478 2186
2187 bool retval;
2188
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2190 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2482 fire (op, dir); 2192 retval = fire (op, dir);
2483 else 2193 else
2484 { 2194 {
2485 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2196 pick = check_pick (op);
2487 } 2197 }
2488 2198
2489 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2200 * server can handle repeat firing.
2491 */ 2201 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2203 op->direction = dir;
2495 }
2496 else 2204 else
2497 {
2498 op->direction = 0; 2205 op->direction = 0;
2499 } 2206
2500 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2209 * for players.
2503 */ 2210 */
2504 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2505 return 0; 2212
2213 return retval;
2506} 2214}
2507 2215
2508/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2217 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2219 * the new speed values for commands.
2512 * 2220 *
2513 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2514 */ 2224 */
2515int 2225bool
2516handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2517{ 2227{
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)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2229 {
2540 flee_player (op); 2230 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 { 2231 {
2544 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2545 return 0; 2235 return true;
2546 } 2236 }
2237 else
2238 return false;
2547 } 2239 }
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 2240
2557 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2243 * called, so we recheck it here.
2560 */ 2244 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 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; 2246 return true;
2567 2247
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 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); 2249 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2250
2584 return 0; 2251 return false;
2585} 2252}
2586 2253
2587int 2254int
2588save_life (object *op) 2255save_life (object *op)
2589{ 2256{
2591 return 0; 2258 return 0;
2592 2259
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2262 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 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)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598 2265
2599 if (op->contr) 2266 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2601 2268
2606 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2607 2274
2608 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2609 op->stats.food = 999; 2276 op->stats.food = 999;
2610 2277
2611 fix_player (op); 2278 op->update_stats ();
2612 return 1; 2279 return 1;
2613 } 2280 }
2614 2281
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2624 * from. 2291 * from.
2625 */ 2292 */
2626void 2293static void
2627remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2628{ 2295{
2629 object *next;
2630
2631 while (op) 2296 while (op)
2632 { 2297 {
2633 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2299
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2301 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2644 } 2306 }
2645 else if (op->inv) 2307 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2647 2309
2648 op = next; 2310 op = next;
2649 } 2311 }
2650} 2312}
2651 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2652 2320
2653/* 2321/*
2654 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2359 strcat (buf2, buf);
2692 2360
2693 return buf2; 2361 return buf2;
2694} 2362}
2695
2696
2697 2363
2698void 2364void
2699do_some_living (object *op) 2365do_some_living (object *op)
2700{ 2366{
2701 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2373 int rate_grace = 2000;
2708 const int max_hp = 1; 2374 const int max_hp = 1;
2709 const int max_sp = 1; 2375 const int max_sp = 1;
2710 const int max_grace = 1; 2376 const int max_grace = 1;
2711 2377
2712 if (op->contr->outputs_sync) 2378 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 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2718 2396
2719 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2720 { 2398 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2403 else
2727 { 2404 {
2728 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2407 }
2408
2731 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2411 else
2734 { 2412 {
2735 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2415 }
2416
2738 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2419 else
2741 { 2420 {
2742 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2423 }
2745 2424
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 */ 2425 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2792 { 2428 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2795 if (max_grace > 1) 2432 if (max_grace > 1)
2796 { 2433 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2435 if (over_grace > 0)
2799 { 2436 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2812 } 2449 }
2813 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2814 } 2451 }
2815 2452
2453 if (op->stats.food > 0)
2454 {
2816 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2817 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp)
2820 { 2457 {
2821 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2822 /* dms do not consume food */ 2459
2823 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2824 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2825 op->stats.food--; 2467 op->stats.food--;
2468
2826 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2830 } 2474 }
2831 } 2475
2832 if (max_hp > 1) 2476 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2477 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2838 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2496 }
2840 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2841 { 2505 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2843 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 } 2531 }
2845 else 2532 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2534 }
2849 } 2535 }
2850 2536
2851 /* Digestion */ 2537 /* Digestion */
2852 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2853 { 2539 {
2854#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 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 2542
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2544
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2545 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2547 op->stats.food--;
2868 } 2548 }
2869 }
2870 2549
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2551 {
2873 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2874 2553
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2555 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2563 break;
2885 } 2564 }
2886 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2887 flesh = tmp; 2566 flesh = tmp;
2888 } /* End if paid for object */ 2567 } /* End if paid for object */
2889 } /* end of for loop */ 2568 } /* end of for loop */
2569
2890 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2571 * eat flesh instead.
2892 */ 2572 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2574 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2897 } 2581 {
2898 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2899 2585
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2586 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); 2587 kill_player (op);
2588 }
2905} 2589}
2906
2907
2908 2590
2909/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2594 * file.
2930 object *tmp; 2612 object *tmp;
2931 2613
2932 if (save_life (op)) 2614 if (save_life (op))
2933 return; 2615 return;
2934 2616
2935
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2620 */
2940 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2625
2945 /* restore player */ 2626 /* restore player */
2946 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2629 {
2950 tmp->destroy (); 2630 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2632 }
2953 2633
2954 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2636 {
2958 tmp->destroy (); 2637 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2639 }
2961 2640
2962 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2963 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2644 op->stats.food = 999;
2966 2645
2967 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2648 {
2971 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2650 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2654 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2658 }
2982 2659
2983 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2662 op->contr->braced = 0;
2990 2667
2991 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2992 2669
2993 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2994 { 2671 {
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); 2672 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3004 } 2674 }
3005 else 2675 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); 2676 sprintf (buf, "%s died.", &op->name);
3015 } 2677
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3017 2679
3018 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3019 x = op->x; 2681 x = op->x;
3020 y = op->y; 2682 y = op->y;
3021 map = op->map; 2683 map = op->map;
3022 2684
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
3029 */ 2688 */
3030 2689
3031 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2692 * of death.
3034 */ 2693 */
3035#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3037 { 2696 {
3038 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2699 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2702 little bit harder. */
3044 /* GD */ 2703 /* GD */
3045 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2705 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2706 else
3051 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3052 num_stats_lose = 1; 2710 num_stats_lose = 1;
3053 } 2711
3054 lost_a_stat = 0; 2712 lost_a_stat = 0;
3055 2713
3056 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3057 { 2715 {
3058 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3059 2717
3060 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3061 { 2738 {
3062 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3063 * what he lost. 2740 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 } 2741 }
3072 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3073 { 2744 {
3074 /* deplete a stat */ 2745 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3076 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3077 2748 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2749 {
3081 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3083 } 2752
3084 lose_this_stat = 1; 2753 /* 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) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2759 {
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; 2760 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2762 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 } 2763 }
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 */ 2764 else
3126 if (this_stat >= -50)
3127 { 2765 {
3128 change_attr_value (&(dep->stats), i, -1); 2766 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; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2771 }
3134 } 2772 }
3135 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3136 } 2792 }
2793 }
2794 }
3137 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2796 if (!lost_a_stat)
3139 { 2797 {
3140 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3143 2801
3144 if (god && (strcmp (god, "none"))) 2802 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); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2804 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2806 }
3149#else 2807#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2809#endif
3152 2810
3153 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2812 * exp loss on the stone.
3155 */ 2813 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2816 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2818 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); 2819 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2820 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2823
3166 /**************************************/ 2824 /**************************************/
3167 /* */ 2825 /* */
3168 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3171 /* */ 2829 /* */
3172 /**************************************/ 2830 /**************************************/
3173 2831
3174 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2833 /* restore player */
3176 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3178 2836
3179 if (tmp) 2837 if (tmp)
3180 { 2838 {
3181 tmp->destroy (); 2839 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2841 }
3184 2842
3185 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2845 if (tmp)
3188 { 2846 {
3189 tmp->destroy (); 2847 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2849 }
3192 2850
3193 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3194 2852
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3198 op->stats.food = 900; 2856 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2860
3203 /* 2861 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3206 * in the map. 2864 */
3207 */ 2865 op->drop_unpaid_items ();
3208 2866
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2867 /****************************************/
3213 /* */ 2868 /* */
3214 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3216 /* */ 2871 /* */
3217 /****************************************/ 2872 /****************************************/
3218 2873
3219 enter_player_savebed (op); 2874 enter_player_savebed (op);
3220 2875
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2876 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2877
3227 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2881 * on the space that might harm the player.
3231 */ 2882 */
3232 will_kill_again = 0; 2883 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3236 2887
3237 if (will_kill_again) 2888 if (will_kill_again)
3238 { 2889 {
3239 object *force; 2890 object *force;
3240 int at; 2891 int at;
3241 2892
3242 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2895 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2900 force->resist[at] = 100;
3250 2901
3251 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3252 fix_player (op); 2903 op->update_stats ();
3253 2904
3254 } 2905 }
3255 2906
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 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} 2908}
3325
3326 2909
3327void 2910void
3328loot_object (object *op) 2911loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3331 2914
3332 if (op->container) 2915 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2916
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3338 { 2918 {
3339 next = tmp->below; 2919 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3341 continue; 2922 continue;
2923
3342 tmp->remove (); 2924 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3344 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2929
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2931 {
3350 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3351 { 2933 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2935 tmp2->destroy ();
3364/* 2946/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2949 * was changed.
3368 */ 2950 */
3369
3370void 2951void
3371fix_weight (void) 2952fix_weight (void)
3372{ 2953{
3373 player *pl; 2954 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2955 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2957
3379 if (old == sum) 2958 if (old == sum)
3380 continue; 2959 continue;
3381 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2962 }
3384} 2963}
3385 2964
3386void 2965void
3387fix_luck (void) 2966fix_luck (void)
3388{ 2967{
3389 player *pl; 2968 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3394} 2971}
3395
3396 2972
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3400 */ 2976 */
3401
3402void 2977void
3403cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3404{ 2979{
3405 object *skop, *spob; 2980 object *skop, *spob;
3406 2981
3435void 3010void
3436make_visible (object *op) 3011make_visible (object *op)
3437{ 3012{
3438 op->hide = 0; 3013 op->hide = 0;
3439 op->invisible = 0; 3014 op->invisible = 0;
3015
3440 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3441 { 3017 {
3442 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3444 } 3020 }
3021
3445 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3446} 3023}
3447 3024
3448int 3025int
3449is_true_undead (object *op) 3026is_true_undead (object *op)
3450{ 3027{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3029 return 1;
3455 3030
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; 3031 return 0;
3462} 3032}
3463 3033
3464/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3466 * indicate greater hideability. 3036 * indicate greater hideability.
3467 */ 3037 */
3468
3469int 3038int
3470hideability (object *ob) 3039hideability (object *ob)
3471{ 3040{
3472 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3473 sint16 x, y; 3042 sint16 x, y;
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3080 */
3512
3513void 3081void
3514do_hidden_move (object *op) 3082do_hidden_move (object *op)
3515{ 3083{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3085 object *skop;
3521 3089
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3091
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3528 { 3095 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3097 make_visible (op);
3531 return; 3098 return;
3532 } 3099 }
3533 else 3100 else
3534 num += 20; 3101 num += 20;
3535 } 3102
3536 num += op->map->difficulty; 3103 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3105 num -= hide;
3106
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3108 {
3541 make_visible (op); 3109 make_visible (op);
3542 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3112 }
3545 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3115}
3550 3116
3551/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3552 3118
3553int 3119int
3580 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3581 continue; 3147 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3149 continue;
3584 3150
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3152 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3154 return 1;
3589 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3590 { 3156 {
3601 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 3176 * -b.t.
3611 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3612 */ 3178 */
3613
3614int 3179int
3615player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3616{ 3181{
3617 rv_vector rv; 3182 rv_vector rv;
3618 int dx, dy; 3183 int dx, dy;
3620 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3621 { 3186 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3188 return -1;
3624 } 3189 }
3190
3625 if (!pl || !op) 3191 if (!pl || !op)
3626 return 0; 3192 return 0;
3627 3193
3628 if (op->head)
3629 {
3630 op = op->head; 3194 op = op->head_ ();
3631 } 3195
3632 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3633 3197
3634 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3199 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3637 * a blocked los square. 3201 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3639 */ 3203 */
3640 while (op) 3204 while (op)
3641 { 3205 {
3642 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3644 3208
3645 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3211 * for any meaningful values.
3648 */ 3212 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3216 return 1;
3217
3653 op = op->more; 3218 op = op->more;
3654 } 3219 }
3220
3655 return 0; 3221 return 0;
3656} 3222}
3657 3223
3658/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3662 * return 0. 3228 * return 0.
3663 */ 3229 */
3664int 3230int
3665action_makes_visible (object *op) 3231action_makes_visible (object *op)
3666{ 3232{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 { 3234 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3671 return 0; 3236 return 0;
3672 3237
3678 { 3243 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3680 return 1; 3245 return 1;
3681 } 3246 }
3682 } 3247 }
3248
3683 return 0; 3249 return 0;
3684} 3250}
3685 3251
3686/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3253 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3259 */
3694int 3260int
3695op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3696{ 3262{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3270 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 { 3272 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3277 {
3712 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 { 3280 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3718 { 3282 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3720 { 3284 {
3721 if (x != NULL && y != NULL) 3285 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3723 return 1; 3288 return 1;
3724 } 3289 }
3725 } 3290 }
3726 } 3291 }
3292
3727 if (x != NULL && y != NULL) 3293 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3729 return 1; 3296 return 1;
3730 } 3297 }
3731 } 3298 }
3732 } 3299 }
3300
3733 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3734 return 0; 3302 return 0;
3735} 3303}
3736 3304
3737/* 3305/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3322 int i = 0, j = 0;
3755 3323
3756 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3333
3766 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3767 return; 3335 return;
3768 3336
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3338
3771 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3772 { 3340 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3342 return;
3775 } 3343 }
3776 3344
3777 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3346 item = tr->item;
3779 3347
3780 if (item->type == SPELL) 3348 if (item->type == SPELL)
3781 { 3349 {
3782 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3783 return; 3351 return;
3842 { 3410 {
3843 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3412 object *skin;
3845 3413
3846 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3848 if (skin == NULL) 3418 if (!skin)
3849 return; 3419 return;
3850 3420
3851 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3423 {
3898 * not readied. 3468 * not readied.
3899 */ 3469 */
3900void 3470void
3901player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3902{ 3472{
3903 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3904 3475
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3906 { 3477 pl->combat_ob = 0;
3478
3907 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3908 { 3480 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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