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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author 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#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 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 */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
304 enter_exit (op, NULL);
305} 160}
306 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
307/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
309 * mode. 361 * mode.
310 */ 362 */
311 363player *
312int 364player::create ()
313add_player (client *ns)
314{ 365{
315 player *p = new player; 366 player *pl = new player;
316 367
317 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 369
320 p->next = first_player; 370 pl->ob->roll_stats ();
321 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
322 373
323 p = get_player (p);
324
325 set_first_map (p->ob); 374 set_first_map (pl->ob);
326 375
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 376 return pl;
335} 377}
336 378
337/* 379/*
338 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
348 { 390 {
349 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
350 at = first_archetype; 392 at = first_archetype;
351 else 393 else
352 at = at->next; 394 at = at->next;
395
353 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
354 return at; 397 return at;
398
355 if (at == start) 399 if (at == start)
356 { 400 {
357 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 402 exit (-1);
359 } 403 }
360 } 404 }
361} 405}
362 406
363
364object * 407object *
365get_nearest_player (object *mon) 408get_nearest_player (object *mon)
366{ 409{
367 object *op = NULL; 410 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 411 objectlink *ol;
370 unsigned lastdist; 412 unsigned lastdist;
371 rv_vector rv; 413 rv_vector rv;
372 414
373 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 { 416 {
375 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
376 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
377 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
378 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
382 object *tmp = ol->ob; 424 object *tmp = ol->ob;
383 425
384 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
385 * itself will have been cleared. 427 * itself will have been cleared.
386 */ 428 */
387 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
388 ol = ol->next; 431 ol = ol->next;
389 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
390 if (!ol) 433 if (!ol)
391 return op; 434 return op;
392 } 435 }
405 { 448 {
406 op = ol->ob; 449 op = ol->ob;
407 lastdist = rv.distance; 450 lastdist = rv.distance;
408 } 451 }
409 } 452 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 453
411 { 454 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
416 { 457 {
417 op = pl->ob; 458 op = pl->ob;
418 lastdist = rv.distance; 459 lastdist = rv.distance;
419 } 460 }
420 } 461
421 }
422#if 0 462#if 0
423 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
424#endif 464#endif
425 return op; 465 return op;
426} 466}
444 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
445 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
446 * is probably not a good thing. 486 * is probably not a good thing.
447 */ 487 */
448#define MAX_SPACES 50 488#define MAX_SPACES 50
449
450 489
451/* 490/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
454 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
485 x = mon->x; 524 x = mon->x;
486 y = mon->y; 525 y = mon->y;
487 m = mon->map; 526 m = mon->map;
488 dir = rv.direction; 527 dir = rv.direction;
489 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
490 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
491 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
492 if (diff > max) 532 if (diff > max)
493 return 0; 533 return 0;
534
494 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
495 { 536 {
496 lastx = x; 537 lastx = x;
497 lasty = y; 538 lasty = y;
498 lastmap = m; 539 lastmap = m;
580 max--; 621 max--;
581 lastdir = dir; 622 lastdir = dir;
582 if (!firstdir) 623 if (!firstdir)
583 firstdir = dir; 624 firstdir = dir;
584 } 625 }
626
585 if (diff <= 1) 627 if (diff <= 1)
586 { 628 {
587 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
588 * headed toward player for entire distance. 630 * headed toward player for entire distance.
589 */ 631 */
590 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
591 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
592 } 634 }
635
593 if (diff > max) 636 if (diff > max)
594 return 0; 637 return 0;
595 } 638 }
639
596 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
597 if (!max) 641 if (!max)
598 return 0; 642 return 0;
599 643
600 return firstdir; 644 return firstdir;
693 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
694 link_player_skills (pl); 738 link_player_skills (pl);
695} 739}
696 740
697void 741void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
782{ 743{
783 if (party == NULL) 744 if (party == NULL)
784 { 745 {
785 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
786 return; 747 return;
787 } 748 }
749
788 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
791 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
792} 754}
793
794 755
795/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
796int 757static int
797roll_stat (void) 758roll_stat (void)
798{ 759{
799 int a[4], i, j, k; 760 int a[4], i, j, k;
800 761
801 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
802 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
803 764
804 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 766 if (a[i] < k)
806 k = a[i], j = i; 767 k = a[i], j = i;
807 768
808 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 770 if (i != j)
811 k += a[i]; 771 k += a[i];
812 } 772
813 return k; 773 return k;
814} 774}
815 775
816void 776void
817roll_stats (object *op) 777object::roll_stats ()
818{ 778{
819 int sum = 0;
820 int i = 0, j = 0;
821 int statsort[7]; 779 int statsort [7];
822 780
823 do 781 for (;;)
824 {
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 } 782 {
834 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
835 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
836 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 793
845 /* a quick and dirty bubblesort? */
846 do
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861
862 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
863 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
864 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
865 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
866 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
869 801
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 802 stats.exp = 0;
881 op->stats.ac = 0; 803 stats.ac = 0;
882 804
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
890 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
891 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
892} 817}
893 818
894void 819void
895Roll_Again (object *op) 820object::swap_stats (int a, int b)
896{ 821{
897 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
899 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
900}
901 825
902void 826 stats.Str = contr->orig_stats.Str;
903Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
904{ 858{
905 signed char tmp;
906 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
907 860
908 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 865}
1023 866
1024/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1028 * not the class. 871 * not the class.
1029 */ 872 */
1030 873void
1031int 874player::chargen_race_done ()
1032key_change_class (object *op, char key)
1033{ 875{
1034 int tmp_loop;
1035
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D')
1043 {
1044 char buf[MAX_BUF];
1045
1046 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1047 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1048 878
1049 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1050 if (tl) 880 if (tl)
1051 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1052 882
1053 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1055 885
1056 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1057 887
1058 if (op->msg) 888 if (ob->msg)
1059 op->msg = NULL; 889 ob->msg = 0;
1060 890
1061 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1062 * to save here. 892 * to save here.
1063 */ 893 */
894 {
895 char buf[MAX_BUF];
1064 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1065 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1066 899
1067#ifdef AUTOSAVE
1068 op->contr->last_save_tick = pticks;
1069#endif
1070 start_info (op); 900 start_info (ob);
1071 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1073 link_player_skills (op); 903 link_player_skills (ob);
1074 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1075 fix_player (op); 905 ob->update_stats ();
1076 906
1077 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1078 * is one for this race 908 * is one for this race
1079 */ 909 */
1080 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1081 { 911 {
1082 object *tmp; 912 object *tmp;
1083 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1084 914
1085 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1086 tmp = object::create (); 916 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1089 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1090 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1091 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1092 * default initial map */ 922 * default initial map */
1093 tmp->destroy (); 923 tmp->destroy ();
1094 } 924 }
1095 else 925 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 927}
1099 return 0;
1100 }
1101 928
929void
930player::chargen_race_next ()
931{
1102 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1104 */ 934 */
1105 935
1106 tmp_loop = 0; 936 do
1107 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = ob->name;
1110 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1111 940
1112 remove_statbonus (op); 941 ob->remove_statbonus ();
1113 op->remove (); 942 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 945 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1119 op->x = x; 948 ob->x = x;
1120 op->y = y; 949 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 953 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 954 }
955 while (!allowed_class (ob));
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 959 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 962 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 963}
1190 964
1191void 965void
1192flee_player (object *op) 966flee_player (object *op)
1193{ 967{
1223 { 997 {
1224 op->enemy = NULL; 998 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1000 return;
1227 } 1001 }
1002
1228 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1229 1004
1230 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1232 { 1007 {
1233 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1234 1009
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1011 return;
1238 }
1239 } 1012 }
1013
1240 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1016 op->enemy = NULL;
1243} 1017}
1244 1018
1250int 1024int
1251check_pick (object *op) 1025check_pick (object *op)
1252{ 1026{
1253 object *tmp, *next; 1027 object *tmp, *next;
1254 int stop = 0; 1028 int stop = 0;
1255 int j, k, wvratio; 1029 int wvratio;
1256 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1257 1031
1258 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1260 return 1; 1034 return 1;
1261 1035
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1106 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1111 }
1112
1366 /* philosophy: 1113 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1118 * example.
1372 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1372 * found object is returned.
1626 */ 1373 */
1627object * 1374object *
1628find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1629{ 1376{
1630 object *tmp = NULL; 1377 object *tmp = 0;
1631 1378
1632 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1636 return op; 1383 return op;
1384
1637 return tmp; 1385 return tmp;
1638} 1386}
1639 1387
1640/* 1388/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1393 */
1646
1647object * 1394object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1396{
1650 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1800 if (!dir) 1547 if (!dir)
1801 { 1548 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1550 return 0;
1804 } 1551 }
1552
1805 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1807 else 1555 else
1808 { 1556 {
1809 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1817 { 1565 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1567 return 0;
1820 } 1568 }
1821 } 1569 }
1570
1822 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1823 { 1572 {
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825 return 0; 1574 return 0;
1826 } 1575 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1578
1830 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1833 if (bowspeed < 1) 1583 if (bowspeed < 1)
1834 bowspeed = 1; 1584 bowspeed = 1;
1835 1585
1836 if (arrow == NULL) 1586 if (arrow == NULL)
1837 { 1587 {
1840 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1841 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1842 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1843 else 1593 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1845 return 0; 1596 return 0;
1846 } 1597 }
1847 } 1598 }
1599
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1602 return 0;
1852 } 1603
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1605 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856 return 0; 1607 return 0;
1857 } 1608 }
1863 return 0; 1614 return 0;
1864 } 1615 }
1865 1616
1866 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1619 if (!arrow)
1869 { 1620 {
1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871 return 0; 1622 return 0;
1872 } 1623 }
1624
1873 arrow->set_owner (op); 1625 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1627 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1628
1880 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1881 { 1630 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1632 op->update_stats ();
1884 } 1633 }
1885 1634
1886 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1890 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1891 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1892 1643
1893 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898 1645
1899 /* update the speed */ 1646 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902 1649
1903 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1907 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1908 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1909 { 1656 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1915 } 1662 }
1916 else 1663 else
1917 { 1664 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1665 arrow->level = op->level;
1920 } 1666 arrow->stats.wc -= bow->magic;
1921 1667
1922 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1923 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1924 1675
1925 if (bow->slaying != NULL)
1926 arrow->slaying = bow->slaying;
1927
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1678
1932 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1933 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1934 1681
1935 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1683 move_arrow (arrow);
1937 1684
1938 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1964 } 1711 }
1965 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966 { 1713 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1715 wcmod = -1;
1716
1969 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1970 } 1718 }
1971 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1972 { 1720 {
1973 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 1791
2044 if (item->arch) 1792 if (item->arch)
2045 { 1793 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2048 item->speed = 0; 1796 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1797 }
1798
2051 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1801 }
2054 } 1802 }
2055 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1804 drain_rod_charge (item);
2058 }
2059 } 1805 }
2060} 1806}
2061 1807
2062/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2063 */ 1809 */
2086 case range_misc: 1832 case range_misc:
2087 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2088 return; 1834 return;
2089 1835
2090 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2098 return; 1838 return;
2099 1839
2100 case range_skill: 1840 case range_skill:
2101 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2102 { 1842 {
2103 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2105 return; 1846 return;
2106 } 1847 }
1848
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return; 1850 return;
2109 case range_builder: 1851 case range_builder:
2110 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2111 return; 1853 return;
2112 default: 1854 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return; 1856 return;
2115 } 1857 }
2116} 1858}
2117
2118
2119 1859
2120/* find_key 1860/* find_key
2121 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2122 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1865 * pl is the player,
2126 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2129 */ 1869 */
2130
2131object * 1870object *
2132find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2133{ 1872{
2134 object *tmp, *key; 1873 object *tmp, *key;
2135 1874
2136 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1876 if (!container->inv)
2138 return NULL; 1877 return 0;
2139 1878
2140 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1881 {
2143 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1883 break;
2145 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2147 */ 1886 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1888 break;
2150 } 1889 }
1890
2151 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2152 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2153 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2154 * a key, return 1894 * a key, return
2155 */ 1895 */
2156 if (!tmp) 1896 if (!tmp)
2157 { 1897 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1899 {
2160 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1902 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2164 return key; 1904 return key;
2165 } 1905 }
2166 } 1906 }
1907
2167 if (!tmp) 1908 if (!tmp)
2168 return NULL; 1909 return NULL;
2169 } 1910 }
1911
2170 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2171 * see if we actually want to use it 1913 * see if we actually want to use it
2172 */ 1914 */
2173 if (pl != container) 1915 if (pl != container)
2174 { 1916 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2197 return NULL; 1939 return NULL;
2198 } 1940 }
2199 } 1941 }
1942
2200 return tmp; 1943 return tmp;
2201} 1944}
2202 1945
2203/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1949 * 0 otherwise
2207 */ 1950 */
2208static int 1951static int
2209player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2210{ 1953{
2211
2212 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
2213 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
2214 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2215 */ 1957 */
2216 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2223 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2224 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2225 make_visible (op); 1967 make_visible (op);
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2228 if (door->type == DOOR) 1971 if (door->type == DOOR)
2229 {
2230 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2233 { 1974 {
2234 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2235 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1977 }
1978
2237 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2240 if (container != op) 1982 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2242 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2243 } 1986 }
2244 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2245 { 1988 {
2246 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 1991 return 1;
2249 } 1992 }
1993
2250 return 0; 1994 return 0;
2251} 1995}
2252 1996
2253/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2258 */ 2002 */
2259
2260void 2003void
2261move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2262{ 2005{
2263 object *tmp, *mon; 2006 object *tmp, *mon;
2264 sint16 nx, ny; 2007 sint16 nx, ny;
2266 maptile *m; 2009 maptile *m;
2267 2010
2268 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2270 2013
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2272 2015
2273 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2274 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2275 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2276 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2281 */ 2024 */
2282 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2283 { 2026 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2028 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2287 if (!m) 2030 if (!m)
2288 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2289 } 2032 }
2290 else 2033 else
2291 m = op->map; 2034 m = op->map;
2292 2035
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2037 return;
2297 }
2298 2038
2299 mon = NULL; 2039 mon = 0;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2043 * on the space
2304 */ 2044 */
2305 while (tmp != NULL) 2045 while (tmp)
2306 { 2046 {
2307 if (tmp == op) 2047 if (tmp == op)
2308 { 2048 {
2309 tmp = tmp->above; 2049 tmp = tmp->above;
2310 continue; 2050 continue;
2320 mon = tmp; 2060 mon = tmp;
2321 2061
2322 tmp = tmp->above; 2062 tmp = tmp->above;
2323 } 2063 }
2324 2064
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2066 return; /* into a wall */
2327 2067
2328 if (mon->head != NULL) 2068 if (mon->head)
2329 mon = mon->head; 2069 mon = mon->head;
2330 2070
2331 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))
2332 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2333 return; 2073 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2096 {
2357 /* 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 */
2358 if (op->contr->braced) 2098 if (op->contr->braced)
2359 return; 2099 return;
2100
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2104 make_visible (op);
2105
2364 return; 2106 return;
2365 } 2107 }
2366 2108
2367 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2112 * attack them either.
2371 */ 2113 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2117 (op->contr->peaceful
2376 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2377 && mon->contr-> 2119 && mon->contr->
2378 peaceful)) && 2120 peaceful)) &&
2379#else 2121#else
2380 op->contr->peaceful && 2122 op->contr->peaceful &&
2381#endif 2123#endif
2382 !on_battleground)) 2124 !on_battleground))
2383 { 2125 {
2384 if (!op->contr->braced) 2126 if (!op->contr->braced)
2385 { 2127 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2388 } 2130 }
2389 else 2131 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2133
2393 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2135 make_visible (op);
2395 } 2136 }
2396 2137
2397 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2408 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2409 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2410 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2411 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2412 */ 2153 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 { 2156 {
2417 2157
2418 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2166
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 } 2168 }
2429 2169
2430 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2431 2171
2432 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2175 * the wiz.
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 { 2178 {
2439 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2440 2180
2441 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2444 } 2184 }
2185
2445 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2446 make_visible (op); 2187 make_visible (op);
2447 } 2188 }
2448 } /* if player should attack something */ 2189 } /* if player should attack something */
2449} 2190}
2451int 2192int
2452move_player (object *op, int dir) 2193move_player (object *op, int dir)
2453{ 2194{
2454 int pick; 2195 int pick;
2455 2196
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2198 return 0;
2458 2199
2459 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2461 { 2202 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2204 return 0;
2464 } 2205 }
2465 2206
2466 /* peterm: added following line */ 2207 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2210
2470 op->facing = dir; 2211 op->facing = dir;
2471 2212
2472 if (op->hide) 2213 if (op->hide)
2473 do_hidden_move (op); 2214 do_hidden_move (op);
2484 2225
2485 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing. 2227 * server can handle repeat firing.
2487 */ 2228 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2230 op->direction = dir;
2491 }
2492 else 2231 else
2493 {
2494 op->direction = 0; 2232 op->direction = 0;
2495 } 2233
2496 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2236 * for players.
2499 */ 2237 */
2500 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2509 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2510 */ 2248 */
2511int 2249int
2512handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2513{ 2251{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2253 {
2536 flee_player (op); 2254 flee_player (op);
2537 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2257 {
2540 op->speed_left--; 2258 op->speed_left--;
2541 return 0; 2259 return 0;
2542 } 2260 }
2543 } 2261 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2262
2553 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2265 * called, so we recheck it here.
2556 */ 2266 */
2557 op->contr->socket->handle_command (); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2558 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2559 return 0; 2271 {
2560
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2273 {
2563 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2275 op->speed_left--;
2565 2276
2566 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2567 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2568 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2569 */ 2280 */
2570 move_player (op, op->direction); 2281 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2282
2572 return 1; 2283 return op->speed_left > 0;
2573 else 2284 }
2574 return 0;
2575 } 2285 }
2576 2286
2577 return 0; 2287 return 0;
2578} 2288}
2579 2289
2599 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2600 2310
2601 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2602 op->stats.food = 999; 2312 op->stats.food = 999;
2603 2313
2604 fix_player (op); 2314 op->update_stats ();
2605 return 1; 2315 return 1;
2606 } 2316 }
2607 2317
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 * from. 2327 * from.
2618 */ 2328 */
2619void 2329void
2620remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2621{ 2331{
2622 object *next;
2623
2624 while (op) 2332 while (op)
2625 { 2333 {
2626 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2627 * we remove object 'op' 2335
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2337 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2637 } 2342 }
2638 else if (op->inv) 2343 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2640 2345
2641 op = next; 2346 op = next;
2642 } 2347 }
2643} 2348}
2644
2645 2349
2646/* 2350/*
2647 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2388 strcat (buf2, buf);
2685 2389
2686 return buf2; 2390 return buf2;
2687} 2391}
2688
2689
2690 2392
2691void 2393void
2692do_some_living (object *op) 2394do_some_living (object *op)
2693{ 2395{
2694 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2700 int rate_grace = 2000; 2402 int rate_grace = 2000;
2701 const int max_hp = 1; 2403 const int max_hp = 1;
2702 const int max_sp = 1; 2404 const int max_sp = 1;
2703 const int max_grace = 1; 2405 const int max_grace = 1;
2704 2406
2705 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2706 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2709 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2711 2425
2712 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2713 { 2427 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2432 else
2720 { 2433 {
2721 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2436 }
2437
2724 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2440 else
2727 { 2441 {
2728 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2444 }
2445
2731 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2448 else
2734 { 2449 {
2735 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2736 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2737 } 2452 }
2738 2453
2739 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2740 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2741 { 2456 {
2742 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2743 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2744 { 2459 {
2745 op->stats.sp++; 2460 op->stats.sp++;
2751 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2752 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2753 op->stats.food = last_food; 2468 op->stats.food = last_food;
2754 } 2469 }
2755 } 2470 }
2471
2756 if (max_sp > 1) 2472 if (max_sp > 1)
2757 { 2473 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2475 if (over_sp > 0)
2760 { 2476 {
2761 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2762 { 2478 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2764 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2765 op->stats.sp--; 2482 op->stats.sp--;
2483
2766 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2768 } 2486 }
2769 op->last_sp = 0; 2487 op->last_sp = 0;
2770 } 2488 }
2771 else 2489 else
2772 {
2773 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2774 }
2775 } 2491 }
2776 else 2492 else
2777 {
2778 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2779 }
2780 } 2494 }
2781 2495
2782 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2783 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2784 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2785 { 2499 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2788 if (max_grace > 1) 2503 if (max_grace > 1)
2789 { 2504 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2506 if (over_grace > 0)
2792 { 2507 {
2820 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2821 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2822 op->stats.food = last_food; 2537 op->stats.food = last_food;
2823 } 2538 }
2824 } 2539 }
2540
2825 if (max_hp > 1) 2541 if (max_hp > 1)
2826 { 2542 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2544 if (over_hp > 0)
2829 { 2545 {
2853 2569
2854 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2855 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2856 else 2572 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2858 /* dms do not consume food */ 2575 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2577 op->stats.food--;
2861 } 2578 }
2862 }
2863 2579
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2581 {
2866 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2867 2583
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2585 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2874 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2875 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2593 break;
2878 } 2594 }
2879 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2880 flesh = tmp; 2596 flesh = tmp;
2881 } /* End if paid for object */ 2597 } /* End if paid for object */
2882 } /* end of for loop */ 2598 } /* end of for loop */
2599
2883 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2884 * eat flesh instead. 2601 * eat flesh instead.
2885 */ 2602 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2604 {
2888 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2889 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2890 } 2607 }
2891 } /* end if player is starving */ 2608 }
2892 2609
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2895 2612
2896 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2897 kill_player (op); 2614 kill_player (op);
2615 }
2898} 2616}
2899
2900
2901 2617
2902/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2903 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2904 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2621 * file.
2935 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2937 2653
2938 /* restore player */ 2654 /* restore player */
2939 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2657 {
2943 tmp->destroy (); 2658 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2660 }
2946 2661
2947 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2664 {
2951 tmp->destroy (); 2665 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2667 }
2954 2668
2956 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2672 op->stats.food = 999;
2959 2673
2960 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2676 {
2964 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2678 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2967 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2682 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2972 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2686 }
2975 2687
2976 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2690 op->contr->braced = 0;
2983 2695
2984 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2985 2697
2986 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2987 { 2699 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2997 } 2702 }
2998 else 2703 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3008 } 2705
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2707
3011 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3012 x = op->x; 2709 x = op->x;
3013 y = op->y; 2710 y = op->y;
3014 map = op->map; 2711 map = op->map;
3015 2712
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3021 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3022 */ 2716 */
3023 2717
3024 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2720 * of death.
3027 */ 2721 */
3028#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3030 { 2724 {
3031 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3032 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3033 more if they do. */ 2727 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2730 little bit harder. */
3037 /* GD */ 2731 /* GD */
3038 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2733 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2734 else
3044 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3045 num_stats_lose = 1; 2738 num_stats_lose = 1;
3046 } 2739
3047 lost_a_stat = 0; 2740 lost_a_stat = 0;
3048 2741
3049 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3050 { 2743 {
3051 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3052 2745
3053 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3054 { 2747 {
3055 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3056 * what he lost. 2749 * what he lost.
3057 */ 2750 */
3058 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3064 } 2769 }
3065 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3066 { 2772 {
3067 /* deplete a stat */ 2773 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3069 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3070 2776 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2777 {
3074 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3076 } 2780
3077 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3084 { 2787 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2788 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2790 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2791 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2792 else
3119 if (this_stat >= -50)
3120 { 2793 {
3121 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3126 } 2799 }
3127 } 2800 }
3128 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3129 } 2820 }
2821 }
2822 }
3130 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2824 if (!lost_a_stat)
3132 { 2825 {
3133 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3136 2829
3137 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3138 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3139 else 2832 else
3140 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3141 } 2834 }
3142#else 2835#else
3143 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3144#endif 2837#endif
3145 2838
3146 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2840 * exp loss on the stone.
3148 */ 2841 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2844 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3154 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); 2847 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);
3155 tmp->msg = buf; 2848 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2851
3159 /**************************************/ 2852 /**************************************/
3160 /* */ 2853 /* */
3161 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3164 /* */ 2857 /* */
3165 /**************************************/ 2858 /**************************************/
3166 2859
3167 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2861 /* restore player */
3169 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3171 2864
3172 if (tmp) 2865 if (tmp)
3173 { 2866 {
3174 tmp->destroy (); 2867 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2869 }
3177 2870
3178 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2873 if (tmp)
3181 { 2874 {
3182 tmp->destroy (); 2875 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2877 }
3185 2878
3186 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3187 2880
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3191 op->stats.food = 900; 2884 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2888
3196 /* 2889 /*
3197 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3198 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3199 * in the map. 2892 */
3200 */
3201
3202 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3204 2894
3205 /****************************************/ 2895 /****************************************/
3206 /* */ 2896 /* */
3207 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3209 /* */ 2899 /* */
3210 /****************************************/ 2900 /****************************************/
3211 2901
3212 enter_player_savebed (op); 2902 enter_player_savebed (op);
3213 2903
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2904 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2905
3220 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2909 * on the space that might harm the player.
3224 */ 2910 */
3225 will_kill_again = 0; 2911 will_kill_again = 0;
3226 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3227 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3229 2915
3230 if (will_kill_again) 2916 if (will_kill_again)
3231 { 2917 {
3232 object *force; 2918 object *force;
3233 int at; 2919 int at;
3234 2920
3235 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2923 force->speed = 0.1;
3238 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2928 force->resist[at] = 100;
3243 2929
3244 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3245 fix_player (op); 2931 op->update_stats ();
3246 2932
3247 } 2933 }
3248 2934
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2936}
3318
3319 2937
3320void 2938void
3321loot_object (object *op) 2939loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3324 2942
3325 if (op->container) 2943 op->close_container (); /* close open sack first */
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container);
3328 }
3329 2944
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3331 { 2946 {
3332 next = tmp->below; 2947 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3334 continue; 2950 continue;
2951
3335 tmp->remove (); 2952 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3337 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3339 loot_object (tmp); 2957
3340 }
3341 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3342 { 2959 {
3343 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3344 { 2961 {
3345 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3346 tmp2->destroy (); 2963 tmp2->destroy ();
3357/* 2974/*
3358 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3359 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3360 * was changed. 2977 * was changed.
3361 */ 2978 */
3362
3363void 2979void
3364fix_weight (void) 2980fix_weight (void)
3365{ 2981{
3366 player *pl; 2982 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 2983 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 2985
3372 if (old == sum) 2986 if (old == sum)
3373 continue; 2987 continue;
3374 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3375 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3376 } 2990 }
3377} 2991}
3378 2992
3379void 2993void
3380fix_luck (void) 2994fix_luck (void)
3381{ 2995{
3382 player *pl; 2996 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3387} 2999}
3388
3389 3000
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3393 */ 3004 */
3394
3395void 3005void
3396cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3397{ 3007{
3398 object *skop, *spob; 3008 object *skop, *spob;
3399 3009
3433 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3434 { 3044 {
3435 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3436 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3437 } 3047 }
3048
3438 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3439} 3050}
3440 3051
3441int 3052int
3442is_true_undead (object *op) 3053is_true_undead (object *op)
3443{ 3054{
3444 object *tmp = NULL;
3445
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3056 return 1;
3448 3057
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3058 return 0;
3455} 3059}
3456 3060
3457/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3514 3118
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3120
3517 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3518 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3521 { 3124 {
3522 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3523 make_visible (op); 3126 make_visible (op);
3524 return; 3127 return;
3525 } 3128 }
3526 else 3129 else
3527 num += 20; 3130 num += 20;
3528 } 3131
3529 num += op->map->difficulty; 3132 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3134 num -= hide;
3135
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3137 {
3534 make_visible (op); 3138 make_visible (op);
3535 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3536 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3537 } 3141 }
3538 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3539 {
3540 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3541 }
3542} 3144}
3543 3145
3544/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3545 3147
3546int 3148int
3573 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3574 continue; 3176 continue;
3575 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3576 continue; 3178 continue;
3577 3179
3578 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3579 { 3181 {
3580 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3581 return 1; 3183 return 1;
3582 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3583 { 3185 {
3613 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3614 { 3216 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3218 return -1;
3617 } 3219 }
3220
3618 if (!pl || !op) 3221 if (!pl || !op)
3619 return 0; 3222 return 0;
3620 3223
3621 if (op->head)
3622 {
3623 op = op->head; 3224 op = op->head_ ();
3624 } 3225
3625 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3626 3227
3627 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3229 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3637 3238
3638 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3639 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3640 * for any meaningful values. 3241 * for any meaningful values.
3641 */ 3242 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3645 return 1; 3246 return 1;
3646 op = op->more; 3247 op = op->more;
3647 } 3248 }
3648 return 0; 3249 return 0;
3649} 3250}
3746 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3747 int i = 0, j = 0; 3348 int i = 0, j = 0;
3748 3349
3749 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3750 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3751 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3752 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3753 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3754 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3755 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3756 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3757 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3758 3359
3759 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3760 return; 3361 return;
3761 3362
3762 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3763 3364
3764 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3765 { 3366 {
3766 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3767 return; 3368 return;
3768 } 3369 }
3769 3370
3835 { 3436 {
3836 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3438 object *skin;
3838 3439
3839 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3841 if (skin == NULL) 3445 if (!skin)
3842 return; 3446 return;
3843 3447
3844 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3450 {
3891 * not readied. 3495 * not readied.
3892 */ 3496 */
3893void 3497void
3894player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3895{ 3499{
3896 rangetype i;
3897
3898 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3899 {
3900 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3901 { 3502 {
3902 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3903 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3904 {
3905 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3906 }
3907 } 3506 }
3908 }
3909} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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