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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 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 <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec 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 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187} 150}
188 151
189int 152float
190playername_ok (const char *cp) 153player::weapon_speed () const
191{ 154{
192 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
296 157
297/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
298static void 159static void
299set_first_map (object *op) 160set_first_map (object *op)
300{ 161{
301 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
302 op->x = -1; 163 op->x = -1;
303 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 175 ob->enter_exit (tmp);
305}
306 176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
307/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 393
320 p->next = first_player; 394 pl->ob->roll_stats ();
321 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
322 397
323 p = get_player (p);
324
325 set_first_map (p->ob); 398 set_first_map (pl->ob);
326 399
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; 400 return pl;
335} 401}
336 402
337/* 403/*
338 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
364 430
365object * 431object *
366get_nearest_player (object *mon) 432get_nearest_player (object *mon)
367{ 433{
368 object *op = NULL; 434 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 435 objectlink *ol;
371 unsigned lastdist; 436 unsigned lastdist;
372 rv_vector rv; 437 rv_vector rv;
373 438
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 440 {
376 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 448 object *tmp = ol->ob;
384 449
385 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 451 * itself will have been cleared.
387 */ 452 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
389 ol = ol->next; 455 ol = ol->next;
390 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
391 if (!ol) 457 if (!ol)
392 return op; 458 return op;
393 } 459 }
406 { 472 {
407 op = ol->ob; 473 op = ol->ob;
408 lastdist = rv.distance; 474 lastdist = rv.distance;
409 } 475 }
410 } 476 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 477
412 { 478 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
417 { 481 {
418 op = pl->ob; 482 op = pl->ob;
419 lastdist = rv.distance; 483 lastdist = rv.distance;
420 } 484 }
421 } 485
422 }
423#if 0 486#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 488#endif
426 return op; 489 return op;
427} 490}
445 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 510 * is probably not a good thing.
448 */ 511 */
449#define MAX_SPACES 50 512#define MAX_SPACES 50
450
451 513
452/* 514/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 548 x = mon->x;
487 y = mon->y; 549 y = mon->y;
488 m = mon->map; 550 m = mon->map;
489 dir = rv.direction; 551 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
492 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 556 if (diff > max)
494 return 0; 557 return 0;
558
495 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
496 { 560 {
497 lastx = x; 561 lastx = x;
498 lasty = y; 562 lasty = y;
499 lastmap = m; 563 lastmap = m;
581 max--; 645 max--;
582 lastdir = dir; 646 lastdir = dir;
583 if (!firstdir) 647 if (!firstdir)
584 firstdir = dir; 648 firstdir = dir;
585 } 649 }
650
586 if (diff <= 1) 651 if (diff <= 1)
587 { 652 {
588 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 654 * headed toward player for entire distance.
590 */ 655 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 658 }
659
594 if (diff > max) 660 if (diff > max)
595 return 0; 661 return 0;
596 } 662 }
663
597 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
598 if (!max) 665 if (!max)
599 return 0; 666 return 0;
600 667
601 return firstdir; 668 return firstdir;
694 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
695 link_player_skills (pl); 762 link_player_skills (pl);
696} 763}
697 764
698void 765void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
783{ 767{
784 if (party == NULL) 768 if (party == NULL)
785 { 769 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 771 return;
788 } 772 }
773
789 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 778}
794
795 779
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 781static int
798roll_stat (void) 782roll_stat (void)
799{ 783{
800 int a[4], i, j, k; 784 int a[4], i, j, k;
801 785
802 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
804 788
805 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 790 if (a[i] < k)
807 k = a[i], j = i; 791 k = a[i], j = i;
808 792
809 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 794 if (i != j)
812 k += a[i]; 795 k += a[i];
813 } 796
814 return k; 797 return k;
815} 798}
816 799
817void 800void
818roll_stats (object *op) 801object::roll_stats ()
819{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
820 int sum = 0; 807 int sum = 0;
821 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
823 810
824 do 811 if (sum >= 82 && sum <= 116)
812 break;
825 { 813 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 814
837 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 817
846 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
847 do 819 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 820
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 821 stats.exp = 0;
882 op->stats.ac = 0; 822 stats.ac = 0;
883 823
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
892 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
893} 836}
894 837
895void 838void
896Roll_Again (object *op) 839object::swap_stats (int a, int b)
897{ 840{
898 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 842
903void 843 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
905{ 870{
906 signed char tmp;
907 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
908 872
909 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 877}
1024 878
1025/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1029 * not the class. 883 * not the class.
1030 */ 884 */
1031 885void
1032int 886player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 887{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 890
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 892 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1053 894
1054 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1056 897
1057 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1058 899
1059 if (op->msg) 900 if (ob->msg)
1060 op->msg = NULL; 901 ob->msg = 0;
1061 902
1062 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1063 * to save here. 904 * to save here.
1064 */ 905 */
906 {
907 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1067 911
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 912 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 915 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1076 fix_player (op); 917 ob->update_stats ();
1077 918
1078 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1079 * is one for this race 920 * is one for this race
1080 */ 921 */
1081 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1082 { 923 {
1083 object *tmp; 924 object *tmp;
1084 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1085 926
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 928 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1093 * default initial map */ 934 * default initial map */
1094 tmp->destroy (); 935 tmp->destroy ();
1095 } 936 }
1096 else 937 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
1098 940
1099 return 0; 941void
1100 } 942player::chargen_race_next ()
1101 943{
1102 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1104 */ 946 */
1105 947
1106 tmp_loop = 0; 948 do
1107 while (!tmp_loop)
1108 { 949 {
1109 shstr name = op->name; 950 shstr name = ob->name;
1110 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1111 952
1112 remove_statbonus (op); 953 ob->remove_statbonus ();
1113 op->remove (); 954 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 957 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1119 op->x = x; 960 ob->x = x;
1120 op->y = y; 961 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 965 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 966 }
967 while (!allowed_class (ob));
1127 968
1128 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 971 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 974 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} 975}
1190 976
1191void 977void
1192flee_player (object *op) 978flee_player (object *op)
1193{ 979{
1240 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243} 1029}
1244 1030
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1033 * stop.
1249 */ 1034 */
1250int 1035int
1251check_pick (object *op) 1036check_pick (object *op)
1252{ 1037{
1253 object *tmp, *next; 1038 object *tmp, *next;
1254 int stop = 0; 1039 int stop = 0;
1255 int j, k, wvratio; 1040 int wvratio;
1256 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1257 1042
1258 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1260 return 1; 1045 return 1;
1261 1046
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 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)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1117 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 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)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 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 } 1122 }
1123
1366 /* philosophy: 1124 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1125 * 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 1126 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1129 * example.
1372 * The drawback: right now it has no frontend, so you need to 1130 * 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 1131 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1383 * found object is returned.
1626 */ 1384 */
1627object * 1385object *
1628find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1629{ 1387{
1630 object *tmp = NULL; 1388 object *tmp = 0;
1631 1389
1632 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1636 return op; 1394 return op;
1395
1637 return tmp; 1396 return tmp;
1638} 1397}
1639 1398
1640/* 1399/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * 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 1401 * 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 1402 * 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. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1404 */
1646
1647object * 1405object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1407{
1650 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1476 * op = the shooter
1719 * type = bow->race 1477 * type = bow->race
1720 * dir = fire direction 1478 * dir = fire direction
1721 */ 1479 */
1722
1723object * 1480object *
1724pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1725{ 1482{
1726 object *tmp = NULL; 1483 object *tmp = NULL;
1727 maptile *m; 1484 maptile *m;
1792 */ 1549 */
1793int 1550int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1552{
1796 object *left, *bow; 1553 object *left, *bow;
1797 int bowspeed, mflags; 1554 int mflags;
1798 maptile *m; 1555 maptile *m;
1799 1556
1800 if (!dir) 1557 if (!dir)
1801 { 1558 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1560 return 0;
1804 } 1561 }
1805 1562
1806 if (op->type == PLAYER) 1563 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1808 else 1565 else
1809 { 1566 {
1810 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1574 if (!bow)
1818 { 1575 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1577 return 0;
1821 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1822 } 1587 }
1823 1588
1824 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1825 { 1590 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1592 return 0;
1828 } 1593 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1594
1839 if (arrow == NULL) 1595 if (arrow == NULL)
1840 { 1596 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1598 {
1843 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1602 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1848 return 0; 1605 return 0;
1849 } 1606 }
1850 } 1607 }
1851 1608
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1631 return 0;
1875 } 1632 }
1876 1633
1877 arrow->set_owner (op); 1634 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1636 arrow->direction = dir;
1881 arrow->x = sx; 1637
1882 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1675
1884 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1885 { 1677 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1919 } 1685 }
1920 else 1686 else
1921 { 1687 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1688 arrow->level = op->level;
1924 } 1689 arrow->stats.wc -= bow->magic;
1925 1690
1926 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1927 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1928 1696
1929 if (bow->slaying) 1697 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1699
1932 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1703
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1938 1706
1939 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1708 move_arrow (arrow);
1941 1709
1942 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1962{ 1730{
1963 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1964 1732
1965 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1966 { 1734 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1736 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1738 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1740 wcmod = -1;
1741
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1743 }
1975 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1976 { 1745 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1751 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1755 }
1988 else 1756 else
1989 { 1757 {
1990 /* Simple case */ 1758 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1760 }
1761
1993 return ret; 1762 return ret;
1994} 1763}
1995
1996 1764
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1999 */ 1767 */
2000void 1768void
2001fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2002{ 1770{
2003 object *item; 1771 object *item = op->contr->ranged_ob;
2004 1772
2005 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2006 { 1774 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1776 return;
2009 } 1777 }
2010 1778
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1779 if (!item->inv)
2013 { 1780 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1782 return;
2016 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2017 if (item->type == WAND) 1788 if (item->type == WAND)
2018 { 1789 {
2019 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2020 { 1791 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2023 return; 1795 return;
2024 } 1796 }
2025 } 1797 }
2026 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2027 { 1799 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1801 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2031 if (item->type == ROD) 1804 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1806 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2035 return; 1809 return;
2036 } 1810 }
2037 } 1811 }
2038 1812
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1821
2048 if (item->arch) 1822 if (item->arch)
2049 { 1823 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2052 item->speed = 0; 1826 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1827 }
1828
2055 if ((tmp = item->in_player ())) 1829 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1831 }
2058 } 1832 }
2059 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1834 drain_rod_charge (item);
2062 }
2063 } 1835 }
2064} 1836}
2065 1837
2066/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2067 */ 1839 */
2072 1844
2073 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2075 make_visible (op); 1847 make_visible (op);
2076 1848
2077 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2078 { 1852 {
2079 case range_none: 1853 control_golem (op->contr->golem, dir);
2080 return; 1854 return;
1855 }
2081 1856
2082 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2083 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2084 return; 1869 break;
2085 1870
2086 case range_magic: /* Casting spells */ 1871 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1873 break;
2089 1874
2090 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2091 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2092 return; 1885 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1886 }
2120} 1887}
2121
2122
2123 1888
2124/* find_key 1889/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1894 * pl is the player,
2130 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2133 */ 1898 */
2134
2135object * 1899object *
2136find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2137{ 1901{
2138 object *tmp, *key; 1902 object *tmp, *key;
2139 1903
2140 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1905 if (!container->inv)
2142 return NULL; 1906 return 0;
2143 1907
2144 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1910 {
2147 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1912 break;
2149 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2151 */ 1915 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1917 break;
2154 } 1918 }
1919
2155 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1923 * a key, return
2159 */ 1924 */
2160 if (!tmp) 1925 if (!tmp)
2161 { 1926 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1928 {
2164 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1931 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2168 return key; 1933 return key;
2169 } 1934 }
2170 } 1935 }
1936
2171 if (!tmp) 1937 if (!tmp)
2172 return NULL; 1938 return NULL;
2173 } 1939 }
1940
2174 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1942 * see if we actually want to use it
2176 */ 1943 */
2177 if (pl != container) 1944 if (pl != container)
2178 { 1945 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1968 return NULL;
2202 } 1969 }
2203 } 1970 }
1971
2204 return tmp; 1972 return tmp;
2205} 1973}
2206 1974
2207/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2222 if (key) 1990 if (key)
2223 { 1991 {
2224 object *container = key->env; 1992 object *container = key->env;
2225 1993
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2227 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2228 make_visible (op); 1997 make_visible (op);
1998
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2231 if (door->type == DOOR) 2002 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2236 { 2005 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2239 } 2008 }
2009
2240 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2243 if (container != op) 2013 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2245 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2246 } 2017 }
2247 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2248 { 2019 {
2249 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2022 return 1;
2252 } 2023 }
2024
2253 return 0; 2025 return 0;
2254} 2026}
2255 2027
2256/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2261 */ 2033 */
2262void 2034void
2263move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2264{ 2036{
2265 object *tmp, *mon; 2037 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2038 int on_battleground;
2268 maptile *m; 2039 maptile *m;
2269 2040
2270 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2272 2043
2273 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2274 2045
2275 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2283 */ 2054 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 { 2056 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2058 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2289 if (!m) 2060 if (!m)
2290 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2291 } 2062 }
2292 else 2063 else
2293 m = op->map; 2064 m = op->map;
2294 2065
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2067 return;
2299 }
2300 2068
2301 mon = 0; 2069 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2344 2112
2345 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2348 */ 2116 */
2349 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2354#else
2355 && mon->owner == op 2120 || mon->owner == op)
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2122 {
2359 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2124 if (op->contr->braced)
2361 return; 2125 return;
2126
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2130 make_visible (op);
2131
2366 return; 2132 return;
2367 } 2133 }
2368 2134
2369 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2372 * attack them either. 2138 * attack them either.
2373 */ 2139 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 2142 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 2144 && !on_battleground))
2385 { 2145 {
2386 if (!op->contr->braced) 2146 if (!op->contr->braced)
2387 { 2147 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2390 } 2150 }
2391 else 2151 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2393 2153
2394 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2409 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2173 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2176 {
2418
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2425 { 2178 {
2179 op->contr->has_hit = 1;
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 } 2181 }
2430 2182
2431 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2432 2184
2433 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2453int 2205int
2454move_player (object *op, int dir) 2206move_player (object *op, int dir)
2455{ 2207{
2456 int pick; 2208 int pick;
2457 2209
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2211 return 0;
2460 2212
2461 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2463 { 2215 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2217 return 0;
2466 } 2218 }
2467 2219
2468 /* peterm: added following line */ 2220 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2223
2472 op->facing = dir; 2224 op->facing = dir;
2473 2225
2474 if (op->hide) 2226 if (op->hide)
2475 do_hidden_move (op); 2227 do_hidden_move (op);
2508 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2509 */ 2261 */
2510int 2262int
2511handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2512{ 2264{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2266 {
2535 flee_player (op); 2267 flee_player (op);
2268
2536 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2538 { 2271 {
2539 op->speed_left--; 2272 --op->speed_left;
2540 return 0; 2273 return 0;
2541 } 2274 }
2542 } 2275 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2276
2552 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2279 * called, so we recheck it here.
2555 */ 2280 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2281 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2282 return 1;
2562 2283
2284 if (op->speed_left > 0.f)
2285 {
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2287 {
2565 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2289 --op->speed_left;
2567 2290
2568 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2571 */ 2294 */
2572 move_player (op, op->direction); 2295 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2296
2574 return 1; 2297 return op->speed_left > 0.f;
2575 else 2298 }
2576 return 0;
2577 } 2299 }
2578 2300
2579 return 0; 2301 return 0;
2580} 2302}
2581 2303
2601 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2602 2324
2603 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2604 op->stats.food = 999; 2326 op->stats.food = 999;
2605 2327
2606 fix_player (op); 2328 op->update_stats ();
2607 return 1; 2329 return 1;
2608 } 2330 }
2609 2331
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2341 * from.
2620 */ 2342 */
2621void 2343void
2622remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2623{ 2345{
2624 object *next;
2625
2626 while (op) 2346 while (op)
2627 { 2347 {
2628 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2349
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2351 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2639 } 2356 }
2640 else if (op->inv) 2357 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2642 2359
2643 op = next; 2360 op = next;
2644 } 2361 }
2645} 2362}
2646
2647 2363
2648/* 2364/*
2649 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2402 strcat (buf2, buf);
2687 2403
2688 return buf2; 2404 return buf2;
2689} 2405}
2690
2691
2692 2406
2693void 2407void
2694do_some_living (object *op) 2408do_some_living (object *op)
2695{ 2409{
2696 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2416 int rate_grace = 2000;
2703 const int max_hp = 1; 2417 const int max_hp = 1;
2704 const int max_sp = 1; 2418 const int max_sp = 1;
2705 const int max_grace = 1; 2419 const int max_grace = 1;
2706 2420
2707 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2713 2439
2714 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2715 { 2441 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2446 else
2722 { 2447 {
2723 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2450 }
2451
2726 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2454 else
2729 { 2455 {
2730 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2458 }
2459
2733 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2462 else
2736 { 2463 {
2737 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2466 }
2740 2467
2741 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2470 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2746 { 2473 {
2747 op->stats.sp++; 2474 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2482 op->stats.food = last_food;
2756 } 2483 }
2757 } 2484 }
2485
2758 if (max_sp > 1) 2486 if (max_sp > 1)
2759 { 2487 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2489 if (over_sp > 0)
2762 { 2490 {
2763 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2764 { 2492 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2496 op->stats.sp--;
2497
2768 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2770 } 2500 }
2771 op->last_sp = 0; 2501 op->last_sp = 0;
2772 } 2502 }
2773 else 2503 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2505 }
2778 else 2506 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2508 }
2783 2509
2784 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2787 { 2513 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2790 if (max_grace > 1) 2517 if (max_grace > 1)
2791 { 2518 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2520 if (over_grace > 0)
2794 { 2521 {
2822 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2551 op->stats.food = last_food;
2825 } 2552 }
2826 } 2553 }
2554
2827 if (max_hp > 1) 2555 if (max_hp > 1)
2828 { 2556 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2558 if (over_hp > 0)
2831 { 2559 {
2844 } 2572 }
2845 2573
2846 /* Digestion */ 2574 /* Digestion */
2847 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2848 { 2576 {
2849#ifdef COZY_SERVER
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2578
2856 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2581 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2860 /* dms do not consume food */ 2584 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2586 op->stats.food--;
2863 } 2587 }
2864 }
2865 2588
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2590 {
2868 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2869 2592
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2594 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2602 break;
2880 } 2603 }
2881 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2882 flesh = tmp; 2605 flesh = tmp;
2883 } /* End if paid for object */ 2606 } /* End if paid for object */
2884 } /* end of for loop */ 2607 } /* end of for loop */
2608
2885 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2610 * eat flesh instead.
2887 */ 2611 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2613 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2892 } 2616 }
2893 } /* end if player is starving */ 2617 }
2894 2618
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2897 2621
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2623 kill_player (op);
2624 }
2900} 2625}
2901
2902
2903 2626
2904/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2630 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2662
2940 /* restore player */ 2663 /* restore player */
2941 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2666 {
2945 tmp->destroy (); 2667 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2669 }
2948 2670
2949 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2673 {
2953 tmp->destroy (); 2674 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2676 }
2956 2677
2958 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2681 op->stats.food = 999;
2961 2682
2962 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2685 {
2966 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2687 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2691 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2695 }
2977 2696
2978 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2699 op->contr->braced = 0;
2985 2704
2986 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2987 2706
2988 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2989 { 2708 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2999 } 2711 }
3000 else 2712 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3010 } 2714
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2716
3013 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3014 x = op->x; 2718 x = op->x;
3015 y = op->y; 2719 y = op->y;
3016 map = op->map; 2720 map = op->map;
3017 2721
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3024 */ 2725 */
3025 2726
3026 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2729 * of death.
3029 */ 2730 */
3030#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3032 { 2733 {
3033 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2736 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2739 little bit harder. */
3039 /* GD */ 2740 /* GD */
3040 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2742 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2743 else
3046 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3047 num_stats_lose = 1; 2747 num_stats_lose = 1;
3048 } 2748
3049 lost_a_stat = 0; 2749 lost_a_stat = 0;
3050 2750
3051 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3052 { 2752 {
3053 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3054 2754
3055 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3056 { 2756 {
3057 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost. 2758 * what he lost.
3059 */ 2759 */
3060 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3066 } 2778 }
3067 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3068 { 2781 {
3069 /* deplete a stat */ 2782 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3071 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3072 2785 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2786 {
3076 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3078 } 2789
3079 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2796 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2797 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2799 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2800 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2801 else
3121 if (this_stat >= -50)
3122 { 2802 {
3123 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2808 }
3129 } 2809 }
3130 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3131 } 2829 }
2830 }
2831 }
3132 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2833 if (!lost_a_stat)
3134 { 2834 {
3135 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3138 2838
3139 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2841 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2843 }
3144#else 2844#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2846#endif
3147 2847
3148 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2849 * exp loss on the stone.
3150 */ 2850 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2853 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3156 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); 2856 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);
3157 tmp->msg = buf; 2857 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2860
3161 /**************************************/ 2861 /**************************************/
3162 /* */ 2862 /* */
3163 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3166 /* */ 2866 /* */
3167 /**************************************/ 2867 /**************************************/
3168 2868
3169 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2870 /* restore player */
3171 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3173 2873
3174 if (tmp) 2874 if (tmp)
3175 { 2875 {
3176 tmp->destroy (); 2876 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2878 }
3179 2879
3180 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2882 if (tmp)
3183 { 2883 {
3184 tmp->destroy (); 2884 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2886 }
3187 2887
3188 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3189 2889
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3193 op->stats.food = 900; 2893 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2897
3198 /* 2898 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3201 * in the map. 2901 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3206 2903
3207 /****************************************/ 2904 /****************************************/
3208 /* */ 2905 /* */
3209 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3211 /* */ 2908 /* */
3212 /****************************************/ 2909 /****************************************/
3213 2910
3214 enter_player_savebed (op); 2911 enter_player_savebed (op);
3215 2912
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2913 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2914
3222 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2918 * on the space that might harm the player.
3226 */ 2919 */
3227 will_kill_again = 0; 2920 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3231 2924
3232 if (will_kill_again) 2925 if (will_kill_again)
3233 { 2926 {
3234 object *force; 2927 object *force;
3235 int at; 2928 int at;
3236 2929
3237 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2932 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2937 force->resist[at] = 100;
3245 2938
3246 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3247 fix_player (op); 2940 op->update_stats ();
3248 2941
3249 } 2942 }
3250 2943
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2945}
3320
3321 2946
3322void 2947void
3323loot_object (object *op) 2948loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3326 2951
3327 if (op->container) 2952 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2953
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3333 { 2955 {
3334 next = tmp->below; 2956 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3336 continue; 2959 continue;
2960
3337 tmp->remove (); 2961 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3339 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2966
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2968 {
3345 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3346 { 2970 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2972 tmp2->destroy ();
3359/* 2983/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2986 * was changed.
3363 */ 2987 */
3364
3365void 2988void
3366fix_weight (void) 2989fix_weight (void)
3367{ 2990{
3368 player *pl; 2991 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2992 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2994
3374 if (old == sum) 2995 if (old == sum)
3375 continue; 2996 continue;
3376 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 2999 }
3379} 3000}
3380 3001
3381void 3002void
3382fix_luck (void) 3003fix_luck (void)
3383{ 3004{
3384 player *pl; 3005 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3389} 3008}
3390
3391 3009
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3395 */ 3013 */
3396
3397void 3014void
3398cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3399{ 3016{
3400 object *skop, *spob; 3017 object *skop, *spob;
3401 3018
3435 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3436 { 3053 {
3437 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3439 } 3056 }
3057
3440 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3441} 3059}
3442 3060
3443int 3061int
3444is_true_undead (object *op) 3062is_true_undead (object *op)
3445{ 3063{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3065 return 1;
3450 3066
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3067 return 0;
3457} 3068}
3458 3069
3459/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3516 3127
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3129
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3523 { 3133 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 3135 make_visible (op);
3526 return; 3136 return;
3527 } 3137 }
3528 else 3138 else
3529 num += 20; 3139 num += 20;
3530 } 3140
3531 num += op->map->difficulty; 3141 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3143 num -= hide;
3144
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3146 {
3536 make_visible (op); 3147 make_visible (op);
3537 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 3150 }
3540 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 3153}
3545 3154
3546/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3547 3156
3548int 3157int
3615 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3616 { 3225 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3227 return -1;
3619 } 3228 }
3229
3620 if (!pl || !op) 3230 if (!pl || !op)
3621 return 0; 3231 return 0;
3622 3232
3623 if (op->head)
3624 {
3625 op = op->head; 3233 op = op->head_ ();
3626 } 3234
3627 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3628 3236
3629 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3238 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3639 3247
3640 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3250 * for any meaningful values.
3643 */ 3251 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3255 return 1;
3648 op = op->more; 3256 op = op->more;
3649 } 3257 }
3650 return 0; 3258 return 0;
3651} 3259}
3748 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3749 int i = 0, j = 0; 3357 int i = 0, j = 0;
3750 3358
3751 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3752 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3753 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3754 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3755 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3756 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3757 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3758 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3759 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3760 3368
3761 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3762 return; 3370 return;
3763 3371
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3373
3766 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3767 { 3375 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3377 return;
3770 } 3378 }
3771 3379
3837 { 3445 {
3838 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3447 object *skin;
3840 3448
3841 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3843 if (skin == NULL) 3454 if (!skin)
3844 return; 3455 return;
3845 3456
3846 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3459 {
3893 * not readied. 3504 * not readied.
3894 */ 3505 */
3895void 3506void
3896player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3897{ 3508{
3898 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3899 3511
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3901 { 3513 pl->combat_ob = 0;
3514
3902 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3903 { 3516 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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