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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.166 by root, Thu Aug 30 05:16:10 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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->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->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190 enemy = 0; // sometimes keeps an extra refcount on itself
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->ns = 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
333 get_name (p->ob);
334
335 return 0; 396 return pl;
336} 397}
337 398
338/* 399/*
339 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
342 */ 403 */
343archetype * 404archetype *
344get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
345{ 406{
346 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 408
348 for (;;) 409 for (;;)
349 { 410 {
350 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
351 at = first_archetype; 412 i = archetypes.begin ();
352 else 413 else if (*i == at)
353 at = at->next; 414 cleanup ("not a single player archetype found");
354 415
355 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
356 return at; 417 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 418 }
364} 419}
365 420
366object * 421object *
367get_nearest_player (object *mon) 422get_nearest_player (object *mon)
368{ 423{
369 object *op = NULL; 424 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 425 objectlink *ol;
372 unsigned lastdist; 426 unsigned lastdist;
373 rv_vector rv; 427 rv_vector rv;
374 428
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 430 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 432 continue;
405 433
406 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
407 { 435 {
408 op = ol->ob; 436 op = ol->ob;
409 lastdist = rv.distance; 437 lastdist = rv.distance;
410 } 438 }
411 } 439 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 440
413 { 441 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
418 { 444 {
419 op = pl->ob; 445 op = pl->ob;
420 lastdist = rv.distance; 446 lastdist = rv.distance;
421 } 447 }
422 } 448
423 }
424#if 0 449#if 0
425 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)");
426#endif 451#endif
427 return op; 452 return op;
428} 453}
446 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
447 * 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
448 * is probably not a good thing. 473 * is probably not a good thing.
449 */ 474 */
450#define MAX_SPACES 50 475#define MAX_SPACES 50
451
452 476
453/* 477/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * 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
456 * 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
487 x = mon->x; 511 x = mon->x;
488 y = mon->y; 512 y = mon->y;
489 m = mon->map; 513 m = mon->map;
490 dir = rv.direction; 514 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 519 if (diff > max)
495 return 0; 520 return 0;
521
496 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
497 { 523 {
498 lastx = x; 524 lastx = x;
499 lasty = y; 525 lasty = y;
500 lastmap = m; 526 lastmap = m;
582 max--; 608 max--;
583 lastdir = dir; 609 lastdir = dir;
584 if (!firstdir) 610 if (!firstdir)
585 firstdir = dir; 611 firstdir = dir;
586 } 612 }
613
587 if (diff <= 1) 614 if (diff <= 1)
588 { 615 {
589 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 617 * headed toward player for entire distance.
591 */ 618 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 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));
594 } 621 }
622
595 if (diff > max) 623 if (diff > max)
596 return 0; 624 return 0;
597 } 625 }
626
598 /* 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 */
599 if (!max) 628 if (!max)
600 return 0; 629 return 0;
601 630
602 return firstdir; 631 return firstdir;
695 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
696 link_player_skills (pl); 725 link_player_skills (pl);
697} 726}
698 727
699void 728void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
785{ 730{
786 if (party == NULL) 731 if (party == NULL)
787 { 732 {
788 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);
789 return; 734 return;
790 } 735 }
736
791 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 741}
796 742
797
798/* 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. */
799int 744static int
800roll_stat (void) 745roll_stat (void)
801{ 746{
802 int a[4], i, j, k; 747 int a[4], i, j, k;
803 748
804 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
806 751
807 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 753 if (a[i] < k)
809 k = a[i], j = i; 754 k = a[i], j = i;
810 755
811 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 757 if (i != j)
814 k += a[i]; 758 k += a[i];
815 } 759
816 return k; 760 return k;
817} 761}
818 762
819void 763void
820roll_stats (object *op) 764object::roll_stats ()
821{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
822 int sum = 0; 770 int sum = 0;
823 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
825 773
826 do 774 if (sum >= 82 && sum <= 116)
775 break;
827 { 776 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 777
839 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 780
848 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
849 do 782 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 783
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 784 stats.exp = 0;
884 op->stats.ac = 0; 785 stats.ac = 0;
885 786
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
895} 799}
896 800
897void 801void
898Roll_Again (object *op) 802object::swap_stats (int a, int b)
899{ 803{
900 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 805
905void 806 for (int i = 0; i < NUM_STATS; ++i)
906Swap_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)
907{ 833{
908 signed char tmp;
909 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
910 835
911 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 840}
1026 841
1027/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1031 * not the class. 846 * not the class.
1032 */ 847 */
1033 848void
1034int 849player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 850{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 853
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 855 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1055 857
1056 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1058 860
1059 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1060 862
1061 if (op->msg) 863 if (ob->msg)
1062 op->msg = NULL; 864 ob->msg = 0;
1063 865
1064 /* 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
1065 * to save here. 867 * to save here.
1066 */ 868 */
869 {
870 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1069 874
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 875 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 878 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1078 fix_player (op); 880 ob->update_stats ();
1079 881
1080 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1081 * is one for this race 883 * is one for this race
1082 */ 884 */
1083 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1084 { 886 {
1085 object *tmp; 887 object *tmp;
1086 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1087 889
1088 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);
1089 tmp = object::create (); 891 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1093 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;
1094 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1095 * default initial map */ 897 * default initial map */
1096 tmp->destroy (); 898 tmp->destroy ();
1097 } 899 }
1098 else 900 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
1100 903
1101 return 0; 904void
1102 } 905player::chargen_race_next ()
1103 906{
1104 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1106 */ 909 */
1107 910
1108 tmp_loop = 0; 911 do
1109 while (!tmp_loop)
1110 { 912 {
1111 shstr name = op->name; 913 shstr name = ob->name;
1112 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1113 915
1114 remove_statbonus (op); 916 ob->remove_statbonus ();
1115 op->remove (); 917 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1118 op->instantiate (); 920 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1121 op->x = x; 923 ob->x = x;
1122 op->y = y; 924 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 928 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 929 }
930 while (!allowed_class (ob));
1129 931
1130 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 934 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 937 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 938}
1192 939
1193void 940void
1194flee_player (object *op) 941flee_player (object *op)
1195{ 942{
1242 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 991 op->enemy = NULL;
1245} 992}
1246 993
1247
1248/* 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.
1249 * 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
1250 * stop. 996 * stop.
1251 */ 997 */
1252int 998int
1253check_pick (object *op) 999check_pick (object *op)
1254{ 1000{
1255 object *tmp, *next; 1001 object *tmp, *next;
1256 int stop = 0; 1002 int stop = 0;
1257 int j, k, wvratio; 1003 int wvratio;
1258 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1259 1005
1260 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1262 return 1; 1008 return 1;
1263 1009
1331 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &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))));
1334 else 1080 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &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
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1085 }
1086
1368 /* philosophy: 1087 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1092 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1443 pick_up (op, tmp); 1162 pick_up (op, tmp);
1444 continue; 1163 continue;
1445 } 1164 }
1446 1165
1447 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1168 {
1450 pick_up (op, tmp); 1169 pick_up (op, tmp);
1451 continue; 1170 continue;
1452 } 1171 }
1453 1172
1561 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1282 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1284 {
1566 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 &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1287 {
1569 pick_up (op, tmp); 1288 pick_up (op, tmp);
1570 continue; 1289 continue;
1571 } 1290 }
1572 } 1291 }
1573 1292
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1294 {
1576 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)
1577 { 1296 {
1578 pick_up (op, tmp); 1297 pick_up (op, tmp);
1579 continue; 1298 continue;
1580 } 1299 }
1581 } 1300 }
1606 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1607 { 1326 {
1608 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1609 } 1328 }
1610 else 1329 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1613 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))));
1614#endif 1333#endif
1615 continue; 1334 continue;
1616 } 1335 }
1627 * found object is returned. 1346 * found object is returned.
1628 */ 1347 */
1629object * 1348object *
1630find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1631{ 1350{
1632 object *tmp = NULL; 1351 object *tmp = 0;
1633 1352
1634 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1635 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))
1636 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1638 return op; 1357 return op;
1358
1639 return tmp; 1359 return tmp;
1640} 1360}
1641 1361
1642/* 1362/*
1643 * 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
1644 * 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
1645 * 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
1646 * 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.
1647 */ 1367 */
1648
1649object * 1368object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1370{
1652 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1686 else 1405 else
1687 { 1406 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1408 {
1690 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 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)
1693 { 1412 {
1694 tmp = arrow; 1413 tmp = arrow;
1695 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;
1696 } 1415 }
1697 } 1416 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1418 {
1700 tmp = arrow; 1419 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1439 * op = the shooter
1721 * type = bow->race 1440 * type = bow->race
1722 * dir = fire direction 1441 * dir = fire direction
1723 */ 1442 */
1724
1725object * 1443object *
1726pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1727{ 1445{
1728 object *tmp = NULL; 1446 object *tmp = NULL;
1729 maptile *m; 1447 maptile *m;
1794 */ 1512 */
1795int 1513int
1796fire_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)
1797{ 1515{
1798 object *left, *bow; 1516 object *left, *bow;
1799 int bowspeed, mflags; 1517 int mflags;
1800 maptile *m; 1518 maptile *m;
1801 1519
1802 if (!dir) 1520 if (!dir)
1803 { 1521 {
1804 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!");
1805 return 0; 1523 return 0;
1806 } 1524 }
1807 1525
1808 if (op->type == PLAYER) 1526 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1810 else 1528 else
1811 { 1529 {
1812 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1813 /* 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
1814 * 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.
1819 if (!bow) 1537 if (!bow)
1820 { 1538 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1540 return 0;
1823 } 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
1824 } 1550 }
1825 1551
1826 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1827 { 1553 {
1828 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);
1829 return 0; 1555 return 0;
1830 } 1556 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1557
1841 if (arrow == NULL) 1558 if (arrow == NULL)
1842 { 1559 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1561 {
1845 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1846 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);
1847 /* 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 */
1848 else 1565 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1850 return 0; 1568 return 0;
1851 } 1569 }
1852 } 1570 }
1853 1571
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1594 return 0;
1877 } 1595 }
1878 1596
1879 arrow->set_owner (op); 1597 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1599 arrow->direction = dir;
1883 arrow->x = sx; 1600
1884 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;
1885 1633
1886 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1887 { 1635 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 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;
1921 } 1643 }
1922 else 1644 else
1923 { 1645 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1646 arrow->level = op->level;
1926 } 1647 arrow->stats.wc -= bow->magic;
1927 1648
1928 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1929 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1930 1654
1931 if (bow->slaying) 1655 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1657
1934 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1661
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1940 1664
1941 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1666 move_arrow (arrow);
1943 1667
1944 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1964{ 1688{
1965 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1966 1690
1967 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1968 { 1692 {
1969 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);
1970 } 1694 }
1971 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)
1972 { 1696 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1698 wcmod = -1;
1699
1975 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);
1976 } 1701 }
1977 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1978 { 1703 {
1979 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);
1983 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1709 {
1985 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);
1986 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);
1987 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);
1988
1989 } 1713 }
1990 else 1714 else
1991 { 1715 {
1992 /* Simple case */ 1716 /* Simple case */
1993 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);
1994 } 1718 }
1719
1995 return ret; 1720 return ret;
1996} 1721}
1997
1998 1722
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2001 */ 1725 */
2002void 1726void
2003fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2004{ 1728{
2005 object *item; 1729 object *item = op->contr->ranged_ob;
2006 1730
2007 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2008 { 1732 {
2009 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.");
2010 return; 1734 return;
2011 } 1735 }
2012 1736
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1737 if (!item->inv)
2015 { 1738 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1740 return;
2018 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2019 if (item->type == WAND) 1746 if (item->type == WAND)
2020 { 1747 {
2021 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2022 { 1749 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2024 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
2025 return; 1753 return;
2026 } 1754 }
2027 } 1755 }
2028 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2029 { 1757 {
2030 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))
2031 { 1759 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2033 if (item->type == ROD) 1762 if (item->type == ROD)
2034 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));
2035 else 1764 else
2036 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
2037 return; 1767 return;
2038 } 1768 }
2039 } 1769 }
2040 1770
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1778 object *tmp;
2049 1779
2050 if (item->arch) 1780 if (item->arch)
2051 { 1781 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2054 item->speed = 0; 1784 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1785 }
1786
2057 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1789 }
2060 } 1790 }
2061 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1792 drain_rod_charge (item);
2064 }
2065 } 1793 }
2066} 1794}
2067 1795
2068/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2069 */ 1797 */
2070void 1798bool
2071fire (object *op, int dir) 1799fire (object *op, int dir)
2072{ 1800{
2073 int spellcost = 0; 1801 int spellcost = 0;
2074 1802
2075 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2077 make_visible (op); 1805 make_visible (op);
2078 1806
2079 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;
2080 { 1813 }
2081 case range_none:
2082 return;
2083 1814
2084 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:
2085 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2086 return; 1832 break;
2087 1833
2088 case range_magic: /* Casting spells */ 1834 case SPELL:
2089 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);
2090 return; 1836 break;
2091 1837
2092 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:
2093 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2094 return; 1848 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1849 }
2122}
2123 1850
2124 1851 return true;
1852}
2125 1853
2126/* find_key 1854/* find_key
2127 * 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
2128 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1859 * pl is the player,
2132 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2135 */ 1863 */
2136
2137object * 1864object *
2138find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2139{ 1866{
2140 object *tmp, *key; 1867 object *tmp, *key;
2141 1868
2142 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1870 if (!container->inv)
2144 return NULL; 1871 return 0;
2145 1872
2146 /* 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 */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1875 {
2149 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1877 break;
2151 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2153 */ 1880 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1882 break;
2156 } 1883 }
1884
2157 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2158 /* 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.
2159 * 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
2160 * a key, return 1888 * a key, return
2161 */ 1889 */
2162 if (!tmp) 1890 if (!tmp)
2163 { 1891 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1893 {
2166 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1896 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2170 return key; 1898 return key;
2171 } 1899 }
2172 } 1900 }
1901
2173 if (!tmp) 1902 if (!tmp)
2174 return NULL; 1903 return NULL;
2175 } 1904 }
1905
2176 /* 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,
2177 * see if we actually want to use it 1907 * see if we actually want to use it
2178 */ 1908 */
2179 if (pl != container) 1909 if (pl != container)
2180 { 1910 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "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));
2203 return NULL; 1933 return NULL;
2204 } 1934 }
2205 } 1935 }
1936
2206 return tmp; 1937 return tmp;
2207} 1938}
2208 1939
2209/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1943 * 0 otherwise
2213 */ 1944 */
2214static int 1945static int
2215player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2216{ 1947{
2217 /* 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,
2218 * 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 -
2219 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2220 */ 1951 */
2221 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2222 1953
2223 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2224 if (key) 1955 if (key)
2225 { 1956 {
2226 object *container = key->env; 1957 object *container = key->env;
2227 1958
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2230 make_visible (op); 1960 make_visible (op);
1961
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2233 if (door->type == DOOR) 1965 if (door->type == DOOR)
2234 {
2235 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 */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2238 { 1968 {
2239 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));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1971 }
1972
2242 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2245 if (container != op) 1976 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2247 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2248 } 1980 }
2249 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2250 { 1982 {
2251 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 1985 return 1;
2254 } 1986 }
1987
2255 return 0; 1988 return 0;
2256} 1989}
2257 1990
2258/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2263 */ 1996 */
2264void 1997bool
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, 0, 0); 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 move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
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) 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) /* 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)
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
2379 (op->contr->peaceful 2100 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
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 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2395 2115
2396 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2117 make_visible (op);
2398 }
2399 2118
2119 return true;
2120 }
2121 }
2400 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2401 * 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.
2402 */ 2124 */
2403 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)
2404 { 2128 {
2129 --op->speed_left;
2130
2405 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2407 make_visible (op); 2133 make_visible (op);
2408 }
2409 2134
2135 return true;
2136 }
2137 }
2410 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2411 * 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
2412 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2413 * 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
2414 * 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.
2415 */ 2143 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((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)))
2419 { 2146 {
2420 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2148 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2150
2433 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2152
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.
2497 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2209 * for players.
2500 */ 2210 */
2501 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2502 return 0; 2212
2213 return retval;
2503} 2214}
2504 2215
2505/* 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
2506 * new client/server stuff. 2217 * new client/server stuff.
2507 * 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
2508 * the new speed values for commands. 2219 * the new speed values for commands.
2509 * 2220 *
2510 * 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.
2511 */ 2224 */
2512int 2225bool
2513handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2514{ 2227{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2229 {
2537 flee_player (op); 2230 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2231 {
2541 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2542 return 0; 2235 return true;
2543 } 2236 }
2237 else
2238 return false;
2544 } 2239 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2240
2554 /* 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
2555 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2243 * called, so we recheck it here.
2557 */ 2244 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2246 return true;
2564 2247
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2250
2581 return 0; 2251 return false;
2582} 2252}
2583 2253
2584int 2254int
2585save_life (object *op) 2255save_life (object *op)
2586{ 2256{
2588 return 0; 2258 return 0;
2589 2259
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2262 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2594 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));
2595 2265
2596 if (op->contr) 2266 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2598 2268
2603 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2604 2274
2605 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2606 op->stats.food = 999; 2276 op->stats.food = 999;
2607 2277
2608 fix_player (op); 2278 op->update_stats ();
2609 return 1; 2279 return 1;
2610 } 2280 }
2611 2281
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618/* 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
2619 * 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
2620 * 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
2621 * from. 2291 * from.
2622 */ 2292 */
2623void 2293static void
2624remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2625{ 2295{
2626 object *next;
2627
2628 while (op) 2296 while (op)
2629 { 2297 {
2630 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' */
2631 * we remove object 'op' 2299
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2301 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2641 } 2306 }
2642 else if (op->inv) 2307 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2644 2309
2645 op = next; 2310 op = next;
2646 } 2311 }
2647} 2312}
2648 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2649 2320
2650/* 2321/*
2651 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2359 strcat (buf2, buf);
2689 2360
2690 return buf2; 2361 return buf2;
2691} 2362}
2692
2693
2694 2363
2695void 2364void
2696do_some_living (object *op) 2365do_some_living (object *op)
2697{ 2366{
2698 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2373 int rate_grace = 2000;
2705 const int max_hp = 1; 2374 const int max_hp = 1;
2706 const int max_sp = 1; 2375 const int max_sp = 1;
2707 const int max_grace = 1; 2376 const int max_grace = 1;
2708 2377
2709 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
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--;
2710 { 2387 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2714 } 2395 }
2715 2396
2716 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2717 { 2398 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2403 else
2724 { 2404 {
2725 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2407 }
2408
2728 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2411 else
2731 { 2412 {
2732 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2415 }
2416
2735 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2419 else
2738 { 2420 {
2739 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2423 }
2742 2424
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2787 /* 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. */
2788 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2789 { 2428 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2792 if (max_grace > 1) 2432 if (max_grace > 1)
2793 { 2433 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2435 if (over_grace > 0)
2796 { 2436 {
2808 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);
2809 } 2449 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2811 } 2451 }
2812 2452
2453 if (op->stats.food > 0)
2454 {
2813 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2457 {
2818 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2459
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2821 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2822 op->stats.food--; 2467 op->stats.food--;
2468
2823 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2825 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))
2826 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2827 } 2474 }
2828 } 2475
2829 if (max_hp > 1) 2476 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2477 {
2834 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
2835 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);
2836 } 2496 }
2837 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)
2838 { 2505 {
2839 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 }
2840 } 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);
2841 } 2531 }
2842 else 2532 else
2843 {
2844 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);
2845 } 2534 }
2846 } 2535 }
2847 2536
2848 /* Digestion */ 2537 /* Digestion */
2849 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2850 { 2539 {
2851#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2542
2858 if (op->contr->gen_hp > 0)
2859 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);
2860 else 2544
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2545 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2547 op->stats.food--;
2865 } 2548 }
2866 }
2867 2549
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2551 {
2870 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2871 2553
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2555 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2878 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.");
2879 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2563 break;
2882 } 2564 }
2883 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2884 flesh = tmp; 2566 flesh = tmp;
2885 } /* End if paid for object */ 2567 } /* End if paid for object */
2886 } /* end of for loop */ 2568 } /* end of for loop */
2569
2887 /* 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
2888 * eat flesh instead. 2571 * eat flesh instead.
2889 */ 2572 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2574 {
2892 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.");
2893 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2894 } 2581 {
2895 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2896 2585
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 op->stats.food++, op->stats.hp--;
2899
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901 kill_player (op); 2587 kill_player (op);
2588 }
2902} 2589}
2903
2904
2905 2590
2906/* 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.
2907 * 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
2908 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2594 * file.
2927 object *tmp; 2612 object *tmp;
2928 2613
2929 if (save_life (op)) 2614 if (save_life (op))
2930 return; 2615 return;
2931 2616
2932
2933 /* 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
2934 * 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.
2935 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2620 */
2937 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2939 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!");
2940 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...");
2941 2625
2942 /* restore player */ 2626 /* restore player */
2943 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2629 {
2947 tmp->destroy (); 2630 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2632 }
2950 2633
2951 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2636 {
2955 tmp->destroy (); 2637 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2639 }
2958 2640
2959 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2644 op->stats.food = 999;
2963 2645
2964 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2648 {
2968 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2650 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2971 " 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",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2654 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2658 }
2979 2659
2980 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2662 op->contr->braced = 0;
2987 2667
2988 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2989 2669
2990 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2991 { 2671 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3001 } 2674 }
3002 else 2675 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
3012 } 2677
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3014 2679
3015 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3016 x = op->x; 2681 x = op->x;
3017 y = op->y; 2682 y = op->y;
3018 map = op->map; 2683 map = op->map;
3019 2684
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * 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.
3025 * 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.
3026 */ 2688 */
3027 2689
3028 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2692 * of death.
3031 */ 2693 */
3032#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3034 { 2696 {
3035 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3036 /* 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
3037 more if they do. */ 2699 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2702 little bit harder. */
3041 /* GD */ 2703 /* GD */
3042 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2705 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2706 else
3048 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3049 num_stats_lose = 1; 2710 num_stats_lose = 1;
3050 } 2711
3051 lost_a_stat = 0; 2712 lost_a_stat = 0;
3052 2713
3053 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3054 { 2715 {
3055 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3056 2717
3057 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)
3058 { 2738 {
3059 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3060 * what he lost. 2740 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2741 }
3069 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3070 { 2744 {
3071 /* deplete a stat */ 2745 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3073 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3074 2748 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2749 {
3078 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3080 } 2752
3081 lose_this_stat = 1; 2753 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 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)
3088 { 2759 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2760 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2762 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2763 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2764 else
3123 if (this_stat >= -50)
3124 { 2765 {
3125 change_attr_value (&(dep->stats), i, -1); 2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 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"); */
3130 } 2771 }
3131 } 2772 }
3132 } 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 }
3133 } 2792 }
2793 }
2794 }
3134 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2796 if (!lost_a_stat)
3136 { 2797 {
3137 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3140 2801
3141 if (god && (strcmp (god, "none"))) 2802 if (god && (strcmp (god, "none")))
3142 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);
3143 else 2804 else
3144 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.");
3145 } 2806 }
3146#else 2807#else
3147 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.");
3148#endif 2809#endif
3149 2810
3150 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2812 * exp loss on the stone.
3152 */ 2813 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2816 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2818 tmp->name_pl = buf;
3158 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);
3159 tmp->msg = buf; 2820 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2823
3163 /**************************************/ 2824 /**************************************/
3164 /* */ 2825 /* */
3165 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3168 /* */ 2829 /* */
3169 /**************************************/ 2830 /**************************************/
3170 2831
3171 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2833 /* restore player */
3173 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3175 2836
3176 if (tmp) 2837 if (tmp)
3177 { 2838 {
3178 tmp->destroy (); 2839 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2841 }
3181 2842
3182 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2845 if (tmp)
3185 { 2846 {
3186 tmp->destroy (); 2847 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2849 }
3189 2850
3190 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3191 2852
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3195 op->stats.food = 900; 2856 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2860
3200 /* 2861 /*
3201 * 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
3202 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
3203 * in the map. 2864 */
3204 */ 2865 op->drop_unpaid_items ();
3205 2866
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2867 /****************************************/
3210 /* */ 2868 /* */
3211 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3213 /* */ 2871 /* */
3214 /****************************************/ 2872 /****************************************/
3215 2873
3216 enter_player_savebed (op); 2874 enter_player_savebed (op);
3217 2875
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2876 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2877
3224 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2881 * on the space that might harm the player.
3228 */ 2882 */
3229 will_kill_again = 0; 2883 will_kill_again = 0;
3230 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)
3231 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3233 2887
3234 if (will_kill_again) 2888 if (will_kill_again)
3235 { 2889 {
3236 object *force; 2890 object *force;
3237 int at; 2891 int at;
3238 2892
3239 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2895 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2900 force->resist[at] = 100;
3247 2901
3248 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3249 fix_player (op); 2903 op->update_stats ();
3250 2904
3251 } 2905 }
3252 2906
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2908}
3322
3323 2909
3324void 2910void
3325loot_object (object *op) 2911loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3328 2914
3329 if (op->container) 2915 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2916
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3335 { 2918 {
3336 next = tmp->below; 2919 next = tmp->below;
2920
3337 if (tmp->invisible) 2921 if (tmp->invisible)
3338 continue; 2922 continue;
2923
3339 tmp->remove (); 2924 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3341 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2929
3344 }
3345 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))))
3346 { 2931 {
3347 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3348 { 2933 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2935 tmp2->destroy ();
3361/* 2946/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3363 * 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
3364 * was changed. 2949 * was changed.
3365 */ 2950 */
3366
3367void 2951void
3368fix_weight (void) 2952fix_weight (void)
3369{ 2953{
3370 player *pl; 2954 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2955 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2957
3376 if (old == sum) 2958 if (old == sum)
3377 continue; 2959 continue;
3378 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3379 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);
3380 } 2962 }
3381} 2963}
3382 2964
3383void 2965void
3384fix_luck (void) 2966fix_luck (void)
3385{ 2967{
3386 player *pl; 2968 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2969 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3391} 2971}
3392
3393 2972
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3397 */ 2976 */
3398
3399void 2977void
3400cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3401{ 2979{
3402 object *skop, *spob; 2980 object *skop, *spob;
3403 2981
3432void 3010void
3433make_visible (object *op) 3011make_visible (object *op)
3434{ 3012{
3435 op->hide = 0; 3013 op->hide = 0;
3436 op->invisible = 0; 3014 op->invisible = 0;
3015
3437 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3438 { 3017 {
3439 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3441 } 3020 }
3021
3442 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3443} 3023}
3444 3024
3445int 3025int
3446is_true_undead (object *op) 3026is_true_undead (object *op)
3447{ 3027{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3029 return 1;
3452 3030
3453 return 0; 3031 return 0;
3454} 3032}
3455 3033
3456/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3036 * indicate greater hideability.
3459 */ 3037 */
3460
3461int 3038int
3462hideability (object *ob) 3039hideability (object *ob)
3463{ 3040{
3464 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3465 sint16 x, y; 3042 sint16 x, y;
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3080 */
3504
3505void 3081void
3506do_hidden_move (object *op) 3082do_hidden_move (object *op)
3507{ 3083{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3085 object *skop;
3513 3089
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3091
3516 /* 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! */
3517 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3520 { 3095 {
3521 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!");
3522 make_visible (op); 3097 make_visible (op);
3523 return; 3098 return;
3524 } 3099 }
3525 else 3100 else
3526 num += 20; 3101 num += 20;
3527 } 3102
3528 num += op->map->difficulty; 3103 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3105 num -= hide;
3106
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3108 {
3533 make_visible (op); 3109 make_visible (op);
3534 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3535 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!");
3536 } 3112 }
3537 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3538 {
3539 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);
3540 }
3541} 3115}
3542 3116
3543/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3544 3118
3545int 3119int
3593 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3594 * 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
3595 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3601 * 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.
3602 * -b.t. 3176 * -b.t.
3603 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3604 */ 3178 */
3605
3606int 3179int
3607player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3608{ 3181{
3609 rv_vector rv; 3182 rv_vector rv;
3610 int dx, dy; 3183 int dx, dy;
3612 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3613 { 3186 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3188 return -1;
3616 } 3189 }
3190
3617 if (!pl || !op) 3191 if (!pl || !op)
3618 return 0; 3192 return 0;
3619 3193
3620 if (op->head)
3621 {
3622 op = op->head; 3194 op = op->head_ ();
3623 } 3195
3624 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3625 3197
3626 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3199 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3629 * a blocked los square. 3201 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3631 */ 3203 */
3632 while (op) 3204 while (op)
3633 { 3205 {
3634 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3636 3208
3637 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3638 * 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
3639 * for any meaningful values. 3211 * for any meaningful values.
3640 */ 3212 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3216 return 1;
3217
3645 op = op->more; 3218 op = op->more;
3646 } 3219 }
3220
3647 return 0; 3221 return 0;
3648} 3222}
3649 3223
3650/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3228 * return 0.
3655 */ 3229 */
3656int 3230int
3657action_makes_visible (object *op) 3231action_makes_visible (object *op)
3658{ 3232{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3234 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3236 return 0;
3664 3237
3670 { 3243 {
3671 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");
3672 return 1; 3245 return 1;
3673 } 3246 }
3674 } 3247 }
3248
3675 return 0; 3249 return 0;
3676} 3250}
3677 3251
3678/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3684 * 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
3685 */ 3259 */
3686int 3260int
3687op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3688{ 3262{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3692 * 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),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3270 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3272 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 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))
3703 { 3277 {
3704 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3705 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))
3706 { 3280 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3282 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3284 {
3713 if (x != NULL && y != NULL) 3285 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3715 return 1; 3288 return 1;
3716 } 3289 }
3717 } 3290 }
3718 } 3291 }
3292
3719 if (x != NULL && y != NULL) 3293 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3721 return 1; 3296 return 1;
3722 } 3297 }
3723 } 3298 }
3724 } 3299 }
3300
3725 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3726 return 0; 3302 return 0;
3727} 3303}
3728 3304
3729/* 3305/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3322 int i = 0, j = 0;
3747 3323
3748 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3333
3758 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3759 return; 3335 return;
3760 3336
3761 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++);
3762 3338
3763 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3764 { 3340 {
3765 /* 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]); */
3766 return; 3342 return;
3767 } 3343 }
3768 3344
3769 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3346 item = tr->item;
3771 3347
3772 if (item->type == SPELL) 3348 if (item->type == SPELL)
3773 { 3349 {
3774 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3775 return; 3351 return;
3834 { 3410 {
3835 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3412 object *skin;
3837 3413
3838 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3416 ;
3842 3417
3843 if (!skin) 3418 if (!skin)
3844 return; 3419 return;
3845 3420
3893 * not readied. 3468 * not readied.
3894 */ 3469 */
3895void 3470void
3896player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3897{ 3472{
3898 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3899 3475
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3901 { 3477 pl->combat_ob = 0;
3478
3902 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3903 { 3480 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 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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