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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 1.171 by root, Sat Sep 8 07:06:51 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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
307/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
309 * mode. 381 * mode.
310 */ 382 */
311 383player *
312int 384player::create ()
313add_player (client *ns)
314{ 385{
315 player *p = new player; 386 player *pl = new player;
316 387
317 p->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 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
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 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
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 op->statusmsg ("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.
2910 */ 2595 */
2911void 2596void
2912kill_player (object *op) 2597kill_player (object *op)
2913{ 2598{
2599 int x, y;
2914 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2602 int will_kill_again;
2926 archetype *at; 2603 archetype *at;
2927 object *tmp; 2604 object *tmp;
2928 2605
2929 if (save_life (op)) 2606 if (save_life (op))
2930 return; 2607 return;
2931
2932 2608
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* 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. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2612 */
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2615 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..."); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2617
2942 /* restore player */ 2618 /* restore player */
2943 at = archetype::find ("poisoning"); 2619 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2621 {
2947 tmp->destroy (); 2622 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2624 }
2950 2625
2951 at = archetype::find ("confusion"); 2626 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2628 {
2955 tmp->destroy (); 2629 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2631 }
2958 2632
2959 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2636 op->stats.food = 999;
2963 2637
2964 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2640 {
2968 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2973 tmp->msg = buf; 2646 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2650 }
2979 2651
2980 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2654 op->contr->braced = 0;
2986 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2987 2659
2988 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2989 2661
2990 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2991 {
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);
3000 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2667 /* save the map location for corpse, gravestone */
2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2671
2672 /* NOT_PERMADEATH code. This basically brings the character back to
2673 * life if they are dead - it takes some exp and a random stat.
2674 * See the config.h file for a little more in depth detail about this.
2675 */
2676
2677 /* Basically two ways to go - remove a stat permanently, or just
2678 * make it depletion. This bunch of code deals with that aspect
2679 * of death.
2680 */
2681#ifndef COZY_SERVER
2682 if (settings.balanced_stat_loss)
2683 {
2684 /* If stat loss is permanent, lose one stat only. */
2685 /* Lower level chars don't lose as many stats because they suffer
2686 more if they do. */
2687 /* Higher level characters can afford things such as potions of
2688 restoration, or better, stat potions. So we slug them that
2689 little bit harder. */
2690 /* GD */
2691 if (settings.stat_loss_on_death)
2692 num_stats_lose = 1;
2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2695 }
3002 else 2696 else
3003 { 2697 num_stats_lose = 1;
3004 if (op->contr->explore) 2698
3005 { 2699 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2700
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2701 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2702 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 i = RANDOM () % NUM_STATS;
3014 2704
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * 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.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2705 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2706 {
3044 else 2707 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2708 * what he lost.
2709 */
2710 change_attr_value (&(op->stats), i, -1);
2711 check_stat_bounds (&(op->stats));
2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2713 check_stat_bounds (&(op->contr->orig_stats));
2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2715 lost_a_stat = 1;
3046 } 2716 }
3047 else 2717 else
3048 { 2718 {
3049 num_stats_lose = 1; 2719 /* deplete a stat */
3050 } 2720 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2721 object *dep;
3052 2722
3053 for (z = 0; z < num_stats_lose; z++) 2723 dep = present_arch_in_ob (deparch, op);
3054 { 2724 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2725 {
3059 /* Pick a random stat and take a point off it. Tell the player 2726 dep = arch_to_object (deparch);
3060 * what he lost. 2727 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 } 2728 }
3069 else 2729 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss)
3070 { 2731 {
3071 /* deplete a stat */ 2732 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2733 /* Get the stat that we're about to deplete. */
3073 object *dep; 2734 this_stat = get_attr_value (&(dep->stats), i);
3074 2735 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2736 {
3078 dep = arch_to_object (deparch); 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2738 int keep_chance = this_stat * this_stat;
3080 } 2739
3081 lose_this_stat = 1; 2740 /* 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) 2741 if (keep_chance < 1)
2742 keep_chance = 1;
2743
2744 /* There is a maximum depletion total per level. */
2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2746 {
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; 2747 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2749 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 } 2750 }
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 */ 2751 else
3123 if (this_stat >= -50)
3124 { 2752 {
3125 change_attr_value (&(dep->stats), i, -1); 2753 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; 2754 lose_this_stat = 0;
2755 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2756 this_stat, keep_chance, loss_chance,
2757 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2758 }
3131 } 2759 }
3132 } 2760 }
2761
2762 if (lose_this_stat)
2763 {
2764 this_stat = get_attr_value (&(dep->stats), i);
2765 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a
2769 * difference.
2770 */
2771 if (this_stat >= -50)
2772 {
2773 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats ();
2777 lost_a_stat = 1;
2778 }
3133 } 2779 }
2780 }
2781 }
3134 /* If no stat lost, tell the player. */ 2782 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2783 if (!lost_a_stat)
3136 { 2784 {
3137 /* determine_god() seems to not work sometimes... why is this? 2785 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2786 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2787 const char *god = determine_god (op);
3140 2788
3141 if (god && (strcmp (god, "none"))) 2789 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); 2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2791 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2793 }
3146#else 2794#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2796#endif
3149 2797
3150 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2799 * exp loss on the stone.
3152 */ 2800 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2803 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2805 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); 2806 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; 2807 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2808 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2810
3163 /**************************************/ 2811 /**************************************/
3164 /* */ 2812 /* */
3165 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
3168 /* */ 2816 /* */
3169 /**************************************/ 2817 /**************************************/
3170 2818
3171 /* remove any poisoning and confusion the character may be suffering. */ 2819 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2820 /* restore player */
3173 at = archetype::find ("poisoning"); 2821 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
3175 2823
3176 if (tmp) 2824 if (tmp)
3177 { 2825 {
3178 tmp->destroy (); 2826 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2828 }
3181 2829
3182 at = archetype::find ("confusion"); 2830 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2831 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2832 if (tmp)
3185 { 2833 {
3186 tmp->destroy (); 2834 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2836 }
3189 2837
3190 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
3191 2839
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3195 op->stats.food = 900; 2843 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2847
3200 /* 2848 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2849 * 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 2850 * and put them back in the map.
3203 * in the map. 2851 */
3204 */ 2852 op->drop_unpaid_items ();
3205 2853
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2854 /****************************************/
3210 /* */ 2855 /* */
3211 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3213 /* */ 2858 /* */
3214 /****************************************/ 2859 /****************************************/
3215 2860
3216 enter_player_savebed (op); 2861 enter_player_savebed (op);
3217 2862
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2863 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2864
3224 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2868 * on the space that might harm the player.
3228 */ 2869 */
3229 will_kill_again = 0; 2870 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2871 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
3233 2874
3234 if (will_kill_again) 2875 if (will_kill_again)
3235 { 2876 {
3236 object *force; 2877 object *force;
3237 int at; 2878 int at;
3238 2879
3239 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2882 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2887 force->resist[at] = 100;
3247 2888
3248 insert_ob_in_ob (force, op); 2889 insert_ob_in_ob (force, op);
3249 fix_player (op); 2890 op->update_stats ();
3250 2891
3251 } 2892 }
3252 2893
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2894 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} 2895}
3322
3323 2896
3324void 2897void
3325loot_object (object *op) 2898loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3328 2901
3329 if (op->container) 2902 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2903
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3335 { 2905 {
3336 next = tmp->below; 2906 next = tmp->below;
2907
3337 if (tmp->invisible) 2908 if (tmp->invisible)
3338 continue; 2909 continue;
2910
3339 tmp->remove (); 2911 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3341 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2916
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2918 {
3347 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3348 { 2920 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2922 tmp2->destroy ();
3361/* 2933/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2936 * was changed.
3365 */ 2937 */
3366
3367void 2938void
3368fix_weight (void) 2939fix_weight (void)
3369{ 2940{
3370 player *pl; 2941 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2942 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2944
3376 if (old == sum) 2945 if (old == sum)
3377 continue; 2946 continue;
3378 fix_player (pl->ob); 2947 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2949 }
3381} 2950}
3382 2951
3383void 2952void
3384fix_luck (void) 2953fix_luck (void)
3385{ 2954{
3386 player *pl; 2955 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2956 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2957 pl->ob->change_luck (0);
3391} 2958}
3392
3393 2959
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3397 */ 2963 */
3398
3399void 2964void
3400cast_dust (object *op, object *throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3401{ 2966{
3402 object *skop, *spob; 2967 object *skop, *spob;
3403 2968
3432void 2997void
3433make_visible (object *op) 2998make_visible (object *op)
3434{ 2999{
3435 op->hide = 0; 3000 op->hide = 0;
3436 op->invisible = 0; 3001 op->invisible = 0;
3002
3437 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3438 { 3004 {
3439 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3441 } 3007 }
3008
3442 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3443} 3010}
3444 3011
3445int 3012int
3446is_true_undead (object *op) 3013is_true_undead (object *op)
3447{ 3014{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3016 return 1;
3452 3017
3453 return 0; 3018 return 0;
3454} 3019}
3455 3020
3456/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3023 * indicate greater hideability.
3459 */ 3024 */
3460
3461int 3025int
3462hideability (object *ob) 3026hideability (object *ob)
3463{ 3027{
3464 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3465 sint16 x, y; 3029 sint16 x, y;
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3067 */
3504
3505void 3068void
3506do_hidden_move (object *op) 3069do_hidden_move (object *op)
3507{ 3070{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3072 object *skop;
3513 3076
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3078
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3520 { 3082 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3084 make_visible (op);
3523 return; 3085 return;
3524 } 3086 }
3525 else 3087 else
3526 num += 20; 3088 num += 20;
3527 } 3089
3528 num += op->map->difficulty; 3090 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3092 num -= hide;
3093
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3095 {
3533 make_visible (op); 3096 make_visible (op);
3534 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3099 }
3537 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3102}
3542 3103
3543/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3544 3105
3545int 3106int
3593 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3161 * 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. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3163 * -b.t.
3603 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3604 */ 3165 */
3605
3606int 3166int
3607player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3608{ 3168{
3609 rv_vector rv; 3169 rv_vector rv;
3610 int dx, dy; 3170 int dx, dy;
3612 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3613 { 3173 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3175 return -1;
3616 } 3176 }
3177
3617 if (!pl || !op) 3178 if (!pl || !op)
3618 return 0; 3179 return 0;
3619 3180
3620 if (op->head)
3621 {
3622 op = op->head; 3181 op = op->head_ ();
3623 } 3182
3624 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3625 3184
3626 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3186 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3629 * a blocked los square. 3188 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3631 */ 3190 */
3632 while (op) 3191 while (op)
3633 { 3192 {
3634 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3636 3195
3637 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3198 * for any meaningful values.
3640 */ 3199 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3203 return 1;
3204
3645 op = op->more; 3205 op = op->more;
3646 } 3206 }
3207
3647 return 0; 3208 return 0;
3648} 3209}
3649 3210
3650/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3215 * return 0.
3655 */ 3216 */
3656int 3217int
3657action_makes_visible (object *op) 3218action_makes_visible (object *op)
3658{ 3219{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3221 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3223 return 0;
3664 3224
3670 { 3230 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1; 3232 return 1;
3673 } 3233 }
3674 } 3234 }
3235
3675 return 0; 3236 return 0;
3676} 3237}
3677 3238
3678/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3240 * 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 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3246 */
3686int 3247int
3687op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3688{ 3249{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3250 /* 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), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3257 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3259 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3264 {
3704 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3267 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3269 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3271 {
3713 if (x != NULL && y != NULL) 3272 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3715 return 1; 3275 return 1;
3716 } 3276 }
3717 } 3277 }
3718 } 3278 }
3279
3719 if (x != NULL && y != NULL) 3280 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3721 return 1; 3283 return 1;
3722 } 3284 }
3723 } 3285 }
3724 } 3286 }
3287
3725 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3726 return 0; 3289 return 0;
3727} 3290}
3728 3291
3729/* 3292/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3309 int i = 0, j = 0;
3747 3310
3748 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3320
3758 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3759 return; 3322 return;
3760 3323
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3325
3763 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3764 { 3327 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3329 return;
3767 } 3330 }
3768 3331
3769 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3333 item = tr->item;
3771 3334
3772 if (item->type == SPELL) 3335 if (item->type == SPELL)
3773 { 3336 {
3774 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3775 return; 3338 return;
3834 { 3397 {
3835 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3399 object *skin;
3837 3400
3838 /* first get the dragon skin force */ 3401 /* 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) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3403 ;
3842 3404
3843 if (!skin) 3405 if (!skin)
3844 return; 3406 return;
3845 3407
3893 * not readied. 3455 * not readied.
3894 */ 3456 */
3895void 3457void
3896player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3897{ 3459{
3898 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3899 3462
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3901 { 3464 pl->combat_ob = 0;
3465
3902 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3903 { 3467 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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