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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.145 by root, Mon May 28 21:28:36 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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 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 */ 128 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 */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
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 (ob);
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->clone.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->clone.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 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
319/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
321 * mode. 370 * mode.
322 */ 371 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
328 376
329 p = get_player (NULL); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 378
333 if (p->socket.faces_sent == NULL) 379 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
335 382
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 383 set_first_map (pl->ob);
343 384
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 385 return pl;
352} 386}
353 387
354/* 388/*
355 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
365 { 399 {
366 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
367 at = first_archetype; 401 at = first_archetype;
368 else 402 else
369 at = at->next; 403 at = at->next;
404
370 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
371 return at; 406 return at;
407
372 if (at == start) 408 if (at == start)
373 { 409 {
374 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 411 exit (-1);
376 } 412 }
377 } 413 }
378} 414}
379 415
380
381object * 416object *
382get_nearest_player (object *mon) 417get_nearest_player (object *mon)
383{ 418{
384 object *op = NULL; 419 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 420 objectlink *ol;
387 unsigned lastdist; 421 unsigned lastdist;
388 rv_vector rv; 422 rv_vector rv;
389 423
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 425 {
392 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 433 object *tmp = ol->ob;
400 434
401 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 436 * itself will have been cleared.
403 */ 437 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
405 ol = ol->next; 440 ol = ol->next;
406 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
407 if (!ol) 442 if (!ol)
408 return op; 443 return op;
409 } 444 }
422 { 457 {
423 op = ol->ob; 458 op = ol->ob;
424 lastdist = rv.distance; 459 lastdist = rv.distance;
425 } 460 }
426 } 461 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 462
428 { 463 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
433 { 466 {
434 op = pl->ob; 467 op = pl->ob;
435 lastdist = rv.distance; 468 lastdist = rv.distance;
436 } 469 }
437 } 470
438 }
439#if 0 471#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 473#endif
442 return op; 474 return op;
443} 475}
461 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 495 * is probably not a good thing.
464 */ 496 */
465#define MAX_SPACES 50 497#define MAX_SPACES 50
466
467 498
468/* 499/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 533 x = mon->x;
503 y = mon->y; 534 y = mon->y;
504 m = mon->map; 535 m = mon->map;
505 dir = rv.direction; 536 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
508 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 541 if (diff > max)
510 return 0; 542 return 0;
543
511 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
512 { 545 {
513 lastx = x; 546 lastx = x;
514 lasty = y; 547 lasty = y;
515 lastmap = m; 548 lastmap = m;
597 max--; 630 max--;
598 lastdir = dir; 631 lastdir = dir;
599 if (!firstdir) 632 if (!firstdir)
600 firstdir = dir; 633 firstdir = dir;
601 } 634 }
635
602 if (diff <= 1) 636 if (diff <= 1)
603 { 637 {
604 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 639 * headed toward player for entire distance.
606 */ 640 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 643 }
644
610 if (diff > max) 645 if (diff > max)
611 return 0; 646 return 0;
612 } 647 }
648
613 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
614 if (!max) 650 if (!max)
615 return 0; 651 return 0;
616 652
617 return firstdir; 653 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 684 {
649 op->remove ();
650 op->destroy (0); 685 op->destroy ();
651 continue; 686 continue;
652 } 687 }
653 } 688 }
654 689
655 /* This really needs to be better - we should really give 690 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 701 if (tmp->type == op->type && tmp->name == op->name)
667 break; 702 break;
668 703
669 if (tmp) 704 if (tmp)
670 { 705 {
671 op->remove ();
672 op->destroy (0); 706 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 708 continue;
675 } 709 }
710
676 if (op->nrof > 1) 711 if (op->nrof > 1)
677 op->nrof = 1; 712 op->nrof = 1;
678 } 713 }
679 714
680 if (op->type == SPELLBOOK && op->inv) 715 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 729 }
695 if (op->type == SPELL) 730 if (op->type == SPELL)
696 { 731 {
697 op->remove ();
698 op->destroy (0); 732 op->destroy ();
699 continue; 733 continue;
700 } 734 }
701 else if (op->type == SKILL) 735 else if (op->type == SKILL)
702 { 736 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
713 link_player_skills (pl); 747 link_player_skills (pl);
714} 748}
715 749
716void 750void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
801{ 752{
802 if (party == NULL) 753 if (party == NULL)
803 { 754 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 756 return;
806 } 757 }
758
807 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 763}
812
813 764
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 766static int
816roll_stat (void) 767roll_stat (void)
817{ 768{
818 int a[4], i, j, k; 769 int a[4], i, j, k;
819 770
820 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
822 773
823 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 775 if (a[i] < k)
825 k = a[i], j = i; 776 k = a[i], j = i;
826 777
827 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 779 if (i != j)
830 k += a[i]; 780 k += a[i];
831 } 781
832 return k; 782 return k;
833} 783}
834 784
835void 785void
836roll_stats (object *op) 786object::roll_stats ()
837{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
838 int sum = 0; 792 int sum = 0;
839 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
841 795
842 do 796 if (sum >= 82 && sum <= 116)
797 break;
843 { 798 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 799
855 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 802
864 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
865 do 804 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 805
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 806 stats.exp = 0;
900 op->stats.ac = 0; 807 stats.ac = 0;
901 808
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
910 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
911} 821}
912 822
913void 823void
914Roll_Again (object *op) 824object::swap_stats (int a, int b)
915{ 825{
916 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 827
921void 828 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
923{ 855{
924 signed char tmp;
925 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
926 857
927 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 862}
1042 863
1043/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1047 * not the class. 868 * not the class.
1048 */ 869 */
1049 870void
1050int 871player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 872{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
1069 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1071 882
1072 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1073 884
1074 if (op->msg) 885 if (ob->msg)
1075 op->msg = NULL; 886 ob->msg = 0;
1076 887
1077 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1078 * to save here. 889 * to save here.
1079 */ 890 */
891 {
892 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1082 896
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 897 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 900 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1091 fix_player (op); 902 ob->update_stats ();
1092 903
1093 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1094 * is one for this race 905 * is one for this race
1095 */ 906 */
1096 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1097 { 908 {
1098 object *tmp; 909 object *tmp;
1099 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1100 911
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1102 tmp = get_object (); 913 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1108 * default initial map */ 919 * default initial map */
1109 tmp->destroy (0); 920 tmp->destroy ();
1110 } 921 }
1111 else 922 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 924}
1115 return 0;
1116 }
1117 925
926void
927player::chargen_race_next ()
928{
1118 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1120 */ 931 */
1121 932
1122 tmp_loop = 0; 933 do
1123 while (!tmp_loop)
1124 { 934 {
1125 shstr name = op->name; 935 shstr name = ob->name;
1126 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1127 937
1128 remove_statbonus (op); 938 ob->remove_statbonus ();
1129 op->remove (); 939 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 941 ob->arch->clone.copy_to (ob);
1132 op->instantiate (); 942 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1135 op->x = x; 945 ob->x = x;
1136 op->y = y; 946 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1140 add_statbonus (op); 950 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 951 }
952 while (!allowed_class (ob));
1143 953
1144 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 956 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 959 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 960}
1206 961
1207void 962void
1208flee_player (object *op) 963flee_player (object *op)
1209{ 964{
1239 { 994 {
1240 op->enemy = NULL; 995 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 997 return;
1243 } 998 }
999
1244 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1245 1001
1246 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1248 { 1004 {
1249 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1250 1006
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1008 return;
1254 }
1255 } 1009 }
1010
1256 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1013 op->enemy = NULL;
1259} 1014}
1260 1015
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 1018 * stop.
1265 */ 1019 */
1266int 1020int
1267check_pick (object *op) 1021check_pick (object *op)
1268{ 1022{
1269 object *tmp, *next; 1023 object *tmp, *next;
1270 int stop = 0; 1024 int stop = 0;
1271 int j, k, wvratio; 1025 int wvratio;
1272 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1273 1027
1274 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1276 return 1; 1030 return 1;
1277 1031
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1102 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1107 }
1108
1382 /* philosophy: 1109 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1110 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1114 * example.
1388 * The drawback: right now it has no frontend, so you need to 1115 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1116 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1368 * found object is returned.
1642 */ 1369 */
1643object * 1370object *
1644find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1645{ 1372{
1646 object *tmp = NULL; 1373 object *tmp = 0;
1647 1374
1648 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1652 return op; 1379 return op;
1380
1653 return tmp; 1381 return tmp;
1654} 1382}
1655 1383
1656/* 1384/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1389 */
1662
1663object * 1390object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1392{
1666 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1733 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1461 * op = the shooter
1735 * type = bow->race 1462 * type = bow->race
1736 * dir = fire direction 1463 * dir = fire direction
1737 */ 1464 */
1738
1739object * 1465object *
1740pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1741{ 1467{
1742 object *tmp = NULL; 1468 object *tmp = NULL;
1743 maptile *m; 1469 maptile *m;
1808 */ 1534 */
1809int 1535int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1537{
1812 object *left, *bow; 1538 object *left, *bow;
1813 int bowspeed, mflags; 1539 int mflags;
1814 maptile *m; 1540 maptile *m;
1815 1541
1816 if (!dir) 1542 if (!dir)
1817 { 1543 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1545 return 0;
1820 } 1546 }
1821 if (op->type == PLAYER) 1547
1822 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1823 else 1550 else
1824 { 1551 {
1825 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1559 if (!bow)
1833 { 1560 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1562 return 0;
1836 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1837 } 1572 }
1573
1838 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1839 { 1575 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1577 return 0;
1842 } 1578 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1579
1852 if (arrow == NULL) 1580 if (arrow == NULL)
1853 { 1581 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1583 {
1856 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1587 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1861 return 0; 1590 return 0;
1862 } 1591 }
1863 } 1592 }
1593
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1596 return 0;
1868 } 1597
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1599 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1601 return 0;
1873 } 1602 }
1874 1603
1875 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1605 if (arrow->nrof == 0)
1877 { 1606 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1607 arrow->destroy ();
1880 return 0; 1608 return 0;
1881 } 1609 }
1882 1610
1883 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1613 if (!arrow)
1886 { 1614 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1616 return 0;
1889 } 1617 }
1890 set_owner (arrow, op); 1618
1619 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1621 arrow->direction = dir;
1894 arrow->x = sx; 1622
1895 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1655
1897 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1898 { 1657 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1932 } 1665 }
1933 else 1666 else
1934 { 1667 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1668 arrow->level = op->level;
1937 } 1669 arrow->stats.wc -= bow->magic;
1938 1670
1939 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1940 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1941 1676
1942 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1679
1945 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1683
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1951 1686
1952 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1688 move_arrow (arrow);
1954 1689
1955 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1975{ 1710{
1976 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1977 1712
1978 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1979 { 1714 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1716 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1718 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1720 wcmod = -1;
1721
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1723 }
1988 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1989 { 1725 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1731 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1735 }
2001 else 1736 else
2002 { 1737 {
2003 /* Simple case */ 1738 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1740 }
1741
2006 return ret; 1742 return ret;
2007} 1743}
2008
2009 1744
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2012 */ 1747 */
2013void 1748void
2014fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2015{ 1750{
2016 object *item; 1751 object *item = op->contr->ranged_ob;
2017 1752
2018 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2019 { 1754 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1756 return;
2022 } 1757 }
2023 1758
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1759 if (!item->inv)
2026 { 1760 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1762 return;
2029 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2030 if (item->type == WAND) 1768 if (item->type == WAND)
2031 { 1769 {
2032 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2033 { 1771 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2036 return; 1775 return;
2037 } 1776 }
2038 } 1777 }
2039 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2040 { 1779 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1781 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2044 if (item->type == ROD) 1784 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1786 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2048 return; 1789 return;
2049 } 1790 }
2050 } 1791 }
2051 1792
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2060 1801
2061 if (item->arch) 1802 if (item->arch)
2062 { 1803 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2065 item->speed = 0; 1806 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1807 }
1808
2068 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1811 }
2071 } 1812 }
2072 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1814 drain_rod_charge (item);
2075 }
2076 } 1815 }
2077} 1816}
2078 1817
2079/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2080 */ 1819 */
2081void 1820bool
2082fire (object *op, int dir) 1821fire (object *op, int dir)
2083{ 1822{
2084 int spellcost = 0; 1823 int spellcost = 0;
2085 1824
2086 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2088 make_visible (op); 1827 make_visible (op);
2089 1828
2090 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2091 { 1835 }
2092 case range_none:
2093 return;
2094 1836
2095 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2096 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2097 return; 1854 break;
2098 1855
2099 case range_magic: /* Casting spells */ 1856 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1858 break;
2102 1859
2103 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2104 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2105 return; 1870 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1871 }
2133}
2134 1872
2135 1873 return true;
1874}
2136 1875
2137/* find_key 1876/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1881 * pl is the player,
2143 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2146 */ 1885 */
2147
2148object * 1886object *
2149find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2150{ 1888{
2151 object *tmp, *key; 1889 object *tmp, *key;
2152 1890
2153 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1892 if (!container->inv)
2155 return NULL; 1893 return 0;
2156 1894
2157 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1897 {
2160 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1899 break;
2162 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2164 */ 1902 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1904 break;
2167 } 1905 }
1906
2168 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1910 * a key, return
2172 */ 1911 */
2173 if (!tmp) 1912 if (!tmp)
2174 { 1913 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1915 {
2177 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1918 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2181 return key; 1920 return key;
2182 } 1921 }
2183 } 1922 }
1923
2184 if (!tmp) 1924 if (!tmp)
2185 return NULL; 1925 return NULL;
2186 } 1926 }
1927
2187 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1929 * see if we actually want to use it
2189 */ 1930 */
2190 if (pl != container) 1931 if (pl != container)
2191 { 1932 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1955 return NULL;
2215 } 1956 }
2216 } 1957 }
1958
2217 return tmp; 1959 return tmp;
2218} 1960}
2219 1961
2220/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1965 * 0 otherwise
2224 */ 1966 */
2225static int 1967static int
2226player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2227{ 1969{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2232 */ 1973 */
2233 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2234 1975
2235 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2236 if (key) 1977 if (key)
2237 { 1978 {
2238 object *container = key->env; 1979 object *container = key->env;
2239 1980
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2241 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2242 make_visible (op); 1984 make_visible (op);
1985
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2245 if (door->type == DOOR) 1989 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2250 { 1992 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1995 }
1996
2254 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2257 if (container != op) 2000 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2259 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2260 } 2004 }
2261 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2262 { 2006 {
2263 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2009 return 1;
2266 } 2010 }
2011
2267 return 0; 2012 return 0;
2268} 2013}
2269 2014
2270/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2275 */ 2020 */
2276 2021bool
2277void
2278move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2279{ 2023{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2024 int on_battleground;
2283 maptile *m;
2284 2025
2285 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2287 2028
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2289 2039
2290 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2294 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2295 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2296 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 2047 * move_ob uses.
2298 */ 2048 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2300 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309 2050
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2054 * on the space
2321 */ 2055 */
2322 while (tmp != NULL) 2056 object *mon;
2323 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2058 {
2325 { 2059 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2327 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2062 && mon != op)
2333 break; 2063 break;
2334 } 2064 }
2335 2065
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2067 return false; /* into a wall */
2344 2068
2345 if (mon->head != NULL)
2346 mon = mon->head; 2069 mon = mon->head_ ();
2347 2070
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2349 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2350 return; 2076 return true;
2077 }
2351 2078
2352 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2084 * and thus will not push them.
2358 */ 2085 */
2359 2086
2360 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2363 */ 2090 */
2364 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2365#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2094 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2096 {
2374 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2098 if (op->contr->braced)
2376 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2379 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2109 make_visible (op);
2110
2381 return; 2111 return true;
2382 } 2112 }
2113 else
2114 return false;
2115 }
2383 2116
2384 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2386 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2387 * attack them either. 2120 * attack them either.
2388 */ 2121 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2391#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2392 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2126 && !on_battleground))
2394 && mon->contr-> 2127 {
2395 peaceful)) && 2128 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2129 {
2130 --op->speed_left;
2131
2401 if (!op->contr->braced) 2132 if (!op->contr->braced)
2402 { 2133 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2405 } 2136 }
2406 else 2137 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2139
2410 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2141 make_visible (op);
2412 }
2413 2142
2143 return true;
2144 }
2145 }
2414 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2416 */ 2148 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2418 { 2152 {
2153 --op->speed_left;
2154
2419 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2421 make_visible (op); 2157 make_visible (op);
2422 }
2423 2158
2159 return true;
2160 }
2161 }
2424 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2425 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2167 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2170 {
2434 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2172 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2443 2174
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2448 2176
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2463 make_visible (op); 2178 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2179
2468int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2469move_player (object *op, int dir) 2188move_player (object *op, int dir)
2470{ 2189{
2471 int pick; 2190 int pick;
2472 2191
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2193 return 0;
2475 2194
2476 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2478 { 2197 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2199 return 0;
2481 } 2200 }
2482 2201
2483 /* peterm: added following line */ 2202 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2205
2487 op->facing = dir; 2206 op->facing = dir;
2488 2207
2489 if (op->hide) 2208 if (op->hide)
2490 do_hidden_move (op); 2209 do_hidden_move (op);
2491 2210
2211 bool retval;
2212
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2214 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2495 fire (op, dir); 2216 retval = fire (op, dir);
2496 else 2217 else
2497 { 2218 {
2498 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2220 pick = check_pick (op);
2500 } 2221 }
2501 2222
2502 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2224 * server can handle repeat firing.
2504 */ 2225 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2227 op->direction = dir;
2508 }
2509 else 2228 else
2510 {
2511 op->direction = 0; 2229 op->direction = 0;
2512 } 2230
2513 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2233 * for players.
2516 */ 2234 */
2517 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2518 return 0; 2236
2237 return retval;
2519} 2238}
2520 2239
2521/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2522 * new client/server stuff. 2241 * new client/server stuff.
2523 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2524 * the new speed values for commands. 2243 * the new speed values for commands.
2525 * 2244 *
2526 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2527 */ 2248 */
2528int 2249bool
2529handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2530{ 2251{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2253 {
2553 flee_player (op); 2254 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2255 {
2557 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2558 return 0; 2259 return true;
2559 } 2260 }
2261 else
2262 return false;
2560 } 2263 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2264
2570 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2267 * called, so we recheck it here.
2573 */ 2268 */
2574 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2270 return true;
2577 2271
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2274
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2275 return false;
2594} 2276}
2595 2277
2596int 2278int
2597save_life (object *op) 2279save_life (object *op)
2598{ 2280{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2282 return 0;
2603 2283
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2286 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2609 if (op->contr) 2290 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2292
2612 tmp->destroy (0); 2293 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2614 if (op->stats.hp < 0) 2296 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2616 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2617 op->stats.food = 999; 2300 op->stats.food = 999;
2618 fix_player (op); 2301
2302 op->update_stats ();
2619 return 1; 2303 return 1;
2620 } 2304 }
2305
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2309 return 0;
2625} 2310}
2630 * from. 2315 * from.
2631 */ 2316 */
2632void 2317void
2633remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2634{ 2319{
2635 object *next;
2636
2637 while (op) 2320 while (op)
2638 { 2321 {
2639 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2323
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2325 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2650 } 2330 }
2651 else if (op->inv) 2331 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2653 op = next; 2334 op = next;
2654 } 2335 }
2655} 2336}
2656
2657 2337
2658/* 2338/*
2659 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2355 else
2676 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2359 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2362 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2366 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2686 { 2368 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2371 strcat (buf2, buf);
2690 } 2372 }
2373
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2694 return buf2; 2378 return buf2;
2695} 2379}
2696
2697
2698 2380
2699void 2381void
2700do_some_living (object *op) 2382do_some_living (object *op)
2701{ 2383{
2702 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2390 int rate_grace = 2000;
2709 const int max_hp = 1; 2391 const int max_hp = 1;
2710 const int max_sp = 1; 2392 const int max_sp = 1;
2711 const int max_grace = 1; 2393 const int max_grace = 1;
2712 2394
2713 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2719 2413
2720 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2721 { 2415 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2420 else
2728 { 2421 {
2729 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2424 }
2425
2732 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2428 else
2735 { 2429 {
2736 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2432 }
2433
2739 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2436 else
2742 { 2437 {
2743 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2440 }
2746 2441
2747 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2444 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2752 { 2447 {
2753 op->stats.sp++; 2448 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2456 op->stats.food = last_food;
2762 } 2457 }
2763 } 2458 }
2459
2764 if (max_sp > 1) 2460 if (max_sp > 1)
2765 { 2461 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2463 if (over_sp > 0)
2768 { 2464 {
2769 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2770 { 2466 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2470 op->stats.sp--;
2471
2774 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2776 } 2474 }
2777 op->last_sp = 0; 2475 op->last_sp = 0;
2778 } 2476 }
2779 else 2477 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2479 }
2784 else 2480 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2482 }
2789 2483
2790 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2793 { 2487 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2796 if (max_grace > 1) 2491 if (max_grace > 1)
2797 { 2492 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2494 if (over_grace > 0)
2800 { 2495 {
2828 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2525 op->stats.food = last_food;
2831 } 2526 }
2832 } 2527 }
2528
2833 if (max_hp > 1) 2529 if (max_hp > 1)
2834 { 2530 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2532 if (over_hp > 0)
2837 { 2533 {
2850 } 2546 }
2851 2547
2852 /* Digestion */ 2548 /* Digestion */
2853 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2854 { 2550 {
2855#ifdef COZY_SERVER
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2552
2862 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2555 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2866 /* dms do not consume food */ 2558 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2560 op->stats.food--;
2869 } 2561 }
2870 }
2871 2562
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2564 {
2874 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2875 2566
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2568 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2576 break;
2886 } 2577 }
2887 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2888 flesh = tmp; 2579 flesh = tmp;
2889 } /* End if paid for object */ 2580 } /* End if paid for object */
2890 } /* end of for loop */ 2581 } /* end of for loop */
2582
2891 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2584 * eat flesh instead.
2893 */ 2585 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2587 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2898 } 2590 }
2899 } /* end if player is starving */ 2591 }
2900 2592
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2903 2595
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2597 kill_player (op);
2598 }
2906} 2599}
2907
2908
2909 2600
2910/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2604 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2636
2946 /* restore player */ 2637 /* restore player */
2947 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2640 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2641 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2643 }
2955 2644
2956 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2647 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2648 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2650 }
2964 2651
2965 cure_disease (op, 0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2655 op->stats.food = 999;
2969 2656
2970 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2659 {
2974 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2661 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2665 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2669 }
2985 2670
2986 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2673 op->contr->braced = 0;
2993 2678
2994 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2995 2680
2996 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2997 { 2682 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3007 } 2685 }
3008 else 2686 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3018 } 2688
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2690
3021 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3022 x = op->x; 2692 x = op->x;
3023 y = op->y; 2693 y = op->y;
3024 map = op->map; 2694 map = op->map;
3025 2695
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3032 */ 2699 */
3033 2700
3034 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2703 * of death.
3037 */ 2704 */
3038#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3040 { 2707 {
3041 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2710 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2713 little bit harder. */
3047 /* GD */ 2714 /* GD */
3048 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2716 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2717 else
3054 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3055 num_stats_lose = 1; 2721 num_stats_lose = 1;
3056 } 2722
3057 lost_a_stat = 0; 2723 lost_a_stat = 0;
3058 2724
3059 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3060 { 2726 {
3061 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3062 2728
3063 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3064 { 2749 {
3065 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3066 * what he lost. 2751 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2752 }
3075 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3076 { 2755 {
3077 /* deplete a stat */ 2756 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3079 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3080 2759 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2760 {
3084 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3086 } 2763
3087 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2770 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2771 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2773 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2774 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2775 else
3129 if (this_stat >= -50)
3130 { 2776 {
3131 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2782 }
3137 } 2783 }
3138 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3139 } 2803 }
2804 }
2805 }
3140 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2807 if (!lost_a_stat)
3142 { 2808 {
3143 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3146 2812
3147 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2815 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2817 }
3152#else 2818#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2820#endif
3155 2821
3156 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2823 * exp loss on the stone.
3158 */ 2824 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2827 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3164 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); 2830 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);
3165 tmp->msg = buf; 2831 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2834
3169 /**************************************/ 2835 /**************************************/
3170 /* */ 2836 /* */
3171 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3174 /* */ 2840 /* */
3175 /**************************************/ 2841 /**************************************/
3176 2842
3177 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2844 /* restore player */
3179 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
2847
3181 if (tmp) 2848 if (tmp)
3182 { 2849 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2850 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2852 }
3187 2853
3188 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2856 if (tmp)
3191 { 2857 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2858 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2860 }
3196 2861
3197 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3198 2863
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3202 op->stats.food = 900; 2867 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2871
3207 /* 2872 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3210 * in the map. 2875 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3215 2877
3216 /****************************************/ 2878 /****************************************/
3217 /* */ 2879 /* */
3218 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3220 /* */ 2882 /* */
3221 /****************************************/ 2883 /****************************************/
3222 2884
3223 enter_player_savebed (op); 2885 enter_player_savebed (op);
3224 2886
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2887 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2888
3231 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2892 * on the space that might harm the player.
3235 */ 2893 */
3236 will_kill_again = 0; 2894 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3240 2898
3241 if (will_kill_again) 2899 if (will_kill_again)
3242 { 2900 {
3243 object *force; 2901 object *force;
3244 int at; 2902 int at;
3245 2903
3246 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2906 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2911 force->resist[at] = 100;
3254 2912
3255 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3256 fix_player (op); 2914 op->update_stats ();
3257 2915
3258 } 2916 }
3259 2917
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2919}
3330
3331 2920
3332void 2921void
3333loot_object (object *op) 2922loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3336 2925
3337 if (op->container) 2926 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2927
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3343 { 2929 {
3344 next = tmp->below; 2930 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3346 continue; 2933 continue;
2934
3347 tmp->remove (); 2935 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3349 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2940
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2942 {
3355 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3356 { 2944 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2946 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2948 }
3361 else 2949 else
3362 tmp->destroy (0); 2950 tmp->destroy ();
3363 } 2951 }
3364 else 2952 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2954 }
3367} 2955}
3369/* 2957/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2960 * was changed.
3373 */ 2961 */
3374
3375void 2962void
3376fix_weight (void) 2963fix_weight (void)
3377{ 2964{
3378 player *pl; 2965 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2966 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2968
3384 if (old == sum) 2969 if (old == sum)
3385 continue; 2970 continue;
3386 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2973 }
3389} 2974}
3390 2975
3391void 2976void
3392fix_luck (void) 2977fix_luck (void)
3393{ 2978{
3394 player *pl; 2979 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3399} 2982}
3400
3401 2983
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3405 */ 2987 */
3406
3407void 2988void
3408cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3409{ 2990{
3410 object *skop, *spob; 2991 object *skop, *spob;
3411 2992
3432 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3015
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3017
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3018 throw_ob->destroy ();
3440} 3019}
3441 3020
3442void 3021void
3443make_visible (object *op) 3022make_visible (object *op)
3444{ 3023{
3447 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3448 { 3027 {
3449 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3451 } 3030 }
3031
3452 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3453} 3033}
3454 3034
3455int 3035int
3456is_true_undead (object *op) 3036is_true_undead (object *op)
3457{ 3037{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3039 return 1;
3462 3040
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3041 return 0;
3469} 3042}
3470 3043
3471/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3091 */
3519
3520void 3092void
3521do_hidden_move (object *op) 3093do_hidden_move (object *op)
3522{ 3094{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3096 object *skop;
3528 3100
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3102
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3535 { 3106 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3108 make_visible (op);
3538 return; 3109 return;
3539 } 3110 }
3540 else 3111 else
3541 num += 20; 3112 num += 20;
3542 } 3113
3543 num += op->map->difficulty; 3114 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3116 num -= hide;
3117
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3119 {
3548 make_visible (op); 3120 make_visible (op);
3549 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3123 }
3552 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3126}
3557 3127
3558/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3559 3129
3560int 3130int
3587 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3588 continue; 3158 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3160 continue;
3591 3161
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3163 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3165 return 1;
3596 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3597 { 3167 {
3627 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3628 { 3198 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3200 return -1;
3631 } 3201 }
3202
3632 if (!pl || !op) 3203 if (!pl || !op)
3633 return 0; 3204 return 0;
3634 3205
3635 if (op->head)
3636 {
3637 op = op->head; 3206 op = op->head_ ();
3638 } 3207
3639 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3640 3209
3641 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3211 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3651 3220
3652 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3223 * for any meaningful values.
3655 */ 3224 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3228 return 1;
3660 op = op->more; 3229 op = op->more;
3661 } 3230 }
3662 return 0; 3231 return 0;
3663} 3232}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3330 int i = 0, j = 0;
3762 3331
3763 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3772 3341
3773 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3774 return; 3343 return;
3775 3344
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3346
3778 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3779 { 3348 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3350 return;
3782 } 3351 }
3783 3352
3849 { 3418 {
3850 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3420 object *skin;
3852 3421
3853 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3855 if (skin == NULL) 3427 if (!skin)
3856 return; 3428 return;
3857 3429
3858 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3432 {
3905 * not readied. 3477 * not readied.
3906 */ 3478 */
3907void 3479void
3908player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3909{ 3481{
3910 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3911 3484
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3913 { 3486 pl->combat_ob = 0;
3487
3914 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3915 { 3489 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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