ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 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
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 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);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 150}
317 151
318/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
319static void 153static void
320set_first_map (object *op) 154set_first_map (object *op)
321{ 155{
322 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
323 op->x = -1; 157 op->x = -1;
324 op->y = -1; 158 op->y = -1;
325 enter_exit (op, NULL);
326} 159}
327 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
328/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
330 * mode. 379 * mode.
331 */ 380 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 381player *
382player::create ()
383{
384 player *pl = new player;
337 385
338 p = get_player (NULL); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 387
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 388 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 389 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 390 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 391
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 392 set_first_map (pl->ob);
350 393
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 394 return pl;
358} 395}
359 396
360/* 397/*
361 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
364 */ 401 */
365archetype * 402archetype *
366get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
367{ 404{
368 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 406
370 for (;;) 407 for (;;)
371 { 408 {
372 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
373 at = first_archetype; 410 i = archetypes.begin ();
374 else 411 else if (*i == at)
375 at = at->next; 412 cleanup ("not a single player archetype found");
413
376 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
377 return at; 415 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 416 }
384} 417}
385
386 418
387object * 419object *
388get_nearest_player (object *mon) 420get_nearest_player (object *mon)
389{ 421{
390 object *op = NULL; 422 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 423 objectlink *ol;
393 unsigned lastdist; 424 unsigned lastdist;
394 rv_vector rv; 425 rv_vector rv;
395 426
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 428 {
398 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 436 object *tmp = ol->ob;
406 437
407 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 439 * itself will have been cleared.
409 */ 440 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
411 ol = ol->next; 443 ol = ol->next;
412 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
413 if (!ol) 445 if (!ol)
414 return op; 446 return op;
415 } 447 }
428 { 460 {
429 op = ol->ob; 461 op = ol->ob;
430 lastdist = rv.distance; 462 lastdist = rv.distance;
431 } 463 }
432 } 464 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 465
434 { 466 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
439 { 469 {
440 op = pl->ob; 470 op = pl->ob;
441 lastdist = rv.distance; 471 lastdist = rv.distance;
442 } 472 }
443 } 473
444 }
445#if 0 474#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 476#endif
448 return op; 477 return op;
449} 478}
467 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 498 * is probably not a good thing.
470 */ 499 */
471#define MAX_SPACES 50 500#define MAX_SPACES 50
472
473 501
474/* 502/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 524path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 525{
498 rv_vector rv; 526 rv_vector rv;
499 sint16 x, y; 527 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 529 maptile *m, *lastmap;
502 530
503 get_rangevector (mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
504 532
505 if (rv.distance < mindiff) 533 if (rv.distance < mindiff)
506 return 0; 534 return 0;
508 x = mon->x; 536 x = mon->x;
509 y = mon->y; 537 y = mon->y;
510 m = mon->map; 538 m = mon->map;
511 dir = rv.direction; 539 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
514 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 544 if (diff > max)
516 return 0; 545 return 0;
546
517 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
518 { 548 {
519 lastx = x; 549 lastx = x;
520 lasty = y; 550 lasty = y;
521 lastmap = m; 551 lastmap = m;
603 max--; 633 max--;
604 lastdir = dir; 634 lastdir = dir;
605 if (!firstdir) 635 if (!firstdir)
606 firstdir = dir; 636 firstdir = dir;
607 } 637 }
638
608 if (diff <= 1) 639 if (diff <= 1)
609 { 640 {
610 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 642 * headed toward player for entire distance.
612 */ 643 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 646 }
647
616 if (diff > max) 648 if (diff > max)
617 return 0; 649 return 0;
618 } 650 }
651
619 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
620 if (!max) 653 if (!max)
621 return 0; 654 return 0;
622 655
623 return firstdir; 656 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 687 {
655 remove_ob (op); 688 op->destroy ();
656 free_object (op);
657 continue; 689 continue;
658 } 690 }
659 } 691 }
660 692
661 /* This really needs to be better - we should really give 693 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 704 if (tmp->type == op->type && tmp->name == op->name)
673 break; 705 break;
674 706
675 if (tmp) 707 if (tmp)
676 { 708 {
677 remove_ob (op); 709 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 711 continue;
681 } 712 }
713
682 if (op->nrof > 1) 714 if (op->nrof > 1)
683 op->nrof = 1; 715 op->nrof = 1;
684 } 716 }
685 717
686 if (op->type == SPELLBOOK && op->inv) 718 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 732 }
701 if (op->type == SPELL) 733 if (op->type == SPELL)
702 { 734 {
703 remove_ob (op); 735 op->destroy ();
704 free_object (op);
705 continue; 736 continue;
706 } 737 }
707 else if (op->type == SKILL) 738 else if (op->type == SKILL)
708 { 739 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
719 link_player_skills (pl); 750 link_player_skills (pl);
720} 751}
721 752
722void 753void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
808{ 755{
809 if (party == NULL) 756 if (party == NULL)
810 { 757 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 759 return;
813 } 760 }
761
814 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 766}
819
820 767
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 769static int
823roll_stat (void) 770roll_stat (void)
824{ 771{
825 int a[4], i, j, k; 772 int a[4], i, j, k;
826 773
827 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
829 776
830 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 778 if (a[i] < k)
832 k = a[i], j = i; 779 k = a[i], j = i;
833 780
834 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 782 if (i != j)
837 k += a[i]; 783 k += a[i];
838 } 784
839 return k; 785 return k;
840} 786}
841 787
842void 788void
843roll_stats (object *op) 789object::roll_stats ()
844{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
845 int sum = 0; 795 int sum = 0;
846 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
848 798
849 do 799 if (sum >= 82 && sum <= 116)
800 break;
850 { 801 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 802
862 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 805
871 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
872 do 807 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 808
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 809 stats.exp = 0;
907 op->stats.ac = 0; 810 stats.ac = 0;
908 811
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
917 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
918} 824}
919 825
920void 826void
921Roll_Again (object *op) 827object::swap_stats (int a, int b)
922{ 828{
923 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 830
928void 831 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
930{ 858{
931 signed char tmp;
932 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
933 860
934 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 865}
1049 866
1050/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1054 * not the class. 871 * not the class.
1055 */ 872 */
1056 873void
1057int 874player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 875{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1076 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1078 885
1079 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1080 887
1081 if (op->msg) 888 if (ob->msg)
1082 op->msg = NULL; 889 ob->msg = 0;
1083 890
1084 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1085 * to save here. 892 * to save here.
1086 */ 893 */
894 {
895 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1089 899
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 900 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 903 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1098 fix_player (op); 905 ob->update_stats ();
1099 906
1100 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1101 * is one for this race 908 * is one for this race
1102 */ 909 */
1103 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1104 { 911 {
1105 object *tmp; 912 object *tmp;
1106 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1107 914
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1109 tmp = get_object (); 916 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1115 * default initial map */ 922 * default initial map */
1116 free_object (tmp); 923 tmp->destroy ();
1117 } 924 }
1118 else 925 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 927}
1122 return 0;
1123 }
1124 928
929void
930player::chargen_race_next ()
931{
1125 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1127 */ 934 */
1128 935
1129 tmp_loop = 0; 936 do
1130 while (!tmp_loop)
1131 { 937 {
1132 shstr name = op->name; 938 shstr name = ob->name;
1133 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1134 940
1135 remove_statbonus (op); 941 ob->remove_statbonus ();
1136 remove_ob (op); 942 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 944 ob->arch->copy_to (ob);
1139 op->instantiate (); 945 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1142 op->x = x; 948 ob->x = x;
1143 op->y = y; 949 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 953 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 954 }
955 while (!allowed_class (ob));
956
1151 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 959 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 962 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 963}
1210 964
1211void 965void
1212flee_player (object *op) 966flee_player (object *op)
1213{ 967{
1243 { 997 {
1244 op->enemy = NULL; 998 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1000 return;
1247 } 1001 }
1002
1248 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1249 1004
1250 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1252 { 1007 {
1253 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1254 1009
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1011 return;
1258 }
1259 } 1012 }
1013
1260 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1016 op->enemy = NULL;
1263} 1017}
1264 1018
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1021 * stop.
1269 */ 1022 */
1270int 1023int
1271check_pick (object *op) 1024check_pick (object *op)
1272{ 1025{
1273 object *tmp, *next; 1026 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1027 int stop = 0;
1276 int j, k, wvratio; 1028 int wvratio;
1277 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1278
1279 1030
1280 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1282 return 1; 1033 return 1;
1283 1034
1284 op_tag = op->count;
1285
1286 next = op->below; 1035 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1036
1290 /* loop while there are items on the floor that are not marked as 1037 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1038 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1293 { 1040 {
1294 tmp = next; 1041 tmp = next;
1295 next = tmp->below; 1042 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1043
1299 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1300 return 0; 1045 return 0;
1301 1046
1302 if (!can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1303 continue; 1048 continue;
1304 1049
1312 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1058 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1059 {
1315 switch (op->contr->mode) 1060 switch (op->contr->mode)
1316 { 1061 {
1317 case 0: 1062 case 0:
1318 return 1; /* don't pick up */ 1063 return 1; /* don't pick up */
1319 case 1: 1064 case 1:
1065 pick_up (op, tmp);
1066 return 1;
1067 case 2:
1068 pick_up (op, tmp);
1069 return 0;
1070 case 3:
1071 return 0; /* stop before pickup */
1072 case 4:
1073 pick_up (op, tmp);
1074 break;
1075 case 5:
1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1081 pick_up (op, tmp);
1321 return 1; 1082 break;
1083
1322 case 2: 1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1086 pick_up (op, tmp);
1324 return 0; 1087 break;
1325 case 3: 1088
1326 return 0; /* stop before pickup */ 1089 default:
1327 case 4: 1090 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1093 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1094 }
1350 } 1095 }
1351 else 1096 else
1352 { /* old model */ 1097 { /* old model */
1353 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1357 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1105 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1110 }
1111
1394 /* philosophy: 1112 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1117 * example.
1400 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1154 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1155 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1156 if (tmp->type == FOOD)
1439 { 1157 {
1440 pick_up (op, tmp); 1158 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1159 continue;
1444 } 1160 }
1161
1445 if (op->contr->mode & PU_DRINK) 1162 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1164 {
1448 pick_up (op, tmp); 1165 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1166 continue;
1452 } 1167 }
1453 1168
1454 if (op->contr->mode & PU_POTION) 1169 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1170 if (tmp->type == POTION)
1456 { 1171 {
1457 pick_up (op, tmp); 1172 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1173 continue;
1461 } 1174 }
1462 1175
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1176 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1177 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1178 if (tmp->type == SPELLBOOK)
1466 { 1179 {
1467 pick_up (op, tmp); 1180 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1181 continue;
1471 } 1182 }
1183
1472 if (op->contr->mode & PU_SKILLSCROLL) 1184 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1185 if (tmp->type == SKILLSCROLL)
1474 { 1186 {
1475 pick_up (op, tmp); 1187 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1188 continue;
1479 } 1189 }
1190
1480 if (op->contr->mode & PU_READABLES) 1191 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1193 {
1483 pick_up (op, tmp); 1194 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1195 continue;
1487 } 1196 }
1488 1197
1489 /* wands/staves/rods/horns */ 1198 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1201 {
1493 pick_up (op, tmp); 1202 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1203 continue;
1497 } 1204 }
1498 1205
1499 /* pick up all magical items */ 1206 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1207 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1209 {
1503 pick_up (op, tmp); 1210 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1211 continue;
1507 } 1212 }
1508 1213
1509 if (op->contr->mode & PU_VALUABLES) 1214 if (op->contr->mode & PU_VALUABLES)
1510 { 1215 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1216 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1217 {
1513 pick_up (op, tmp); 1218 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1219 continue;
1517 } 1220 }
1518 } 1221 }
1519 1222
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1223 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1224 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1225 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1226 {
1524 pick_up (op, tmp); 1227 pick_up (op, tmp);
1228 continue;
1525 if (0) 1229 }
1526 fprintf (stderr, "JEWELS\n"); 1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1527 continue; 1236 continue;
1528 } 1237 }
1529 1238
1530 /* bows and arrows. Bows are good for selling! */ 1239 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1240 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1241 if (tmp->type == BOW)
1533 { 1242 {
1534 pick_up (op, tmp); 1243 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1244 continue;
1538 } 1245 }
1246
1539 if (op->contr->mode & PU_ARROW) 1247 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1248 if (tmp->type == ARROW)
1541 { 1249 {
1542 pick_up (op, tmp); 1250 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1251 continue;
1546 } 1252 }
1547 1253
1548 /* all kinds of armor etc. */ 1254 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1255 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1256 if (tmp->type == ARMOUR)
1551 { 1257 {
1552 pick_up (op, tmp); 1258 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1259 continue;
1556 } 1260 }
1261
1557 if (op->contr->mode & PU_HELMET) 1262 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1263 if (tmp->type == HELMET)
1559 { 1264 {
1560 pick_up (op, tmp); 1265 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1266 continue;
1564 } 1267 }
1268
1565 if (op->contr->mode & PU_SHIELD) 1269 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1270 if (tmp->type == SHIELD)
1567 { 1271 {
1568 pick_up (op, tmp); 1272 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1273 continue;
1572 } 1274 }
1275
1573 if (op->contr->mode & PU_BOOTS) 1276 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1277 if (tmp->type == BOOTS)
1575 { 1278 {
1576 pick_up (op, tmp); 1279 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1280 continue;
1580 } 1281 }
1282
1581 if (op->contr->mode & PU_GLOVES) 1283 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1284 if (tmp->type == GLOVES)
1583 { 1285 {
1584 pick_up (op, tmp); 1286 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1287 continue;
1588 } 1288 }
1289
1589 if (op->contr->mode & PU_CLOAK) 1290 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1291 if (tmp->type == CLOAK)
1591 { 1292 {
1592 pick_up (op, tmp); 1293 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1294 continue;
1596 } 1295 }
1597 1296
1598 /* hoping to catch throwing daggers here */ 1297 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1298 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1300 {
1602 pick_up (op, tmp); 1301 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1302 continue;
1606 } 1303 }
1607 1304
1608 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1610 { 1307 {
1611 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1612 { 1309 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1312 {
1616 pick_up (op, tmp); 1313 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1314 continue;
1620 } 1315 }
1621 } 1316 }
1317
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1319 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1625 { 1321 {
1626 pick_up (op, tmp); 1322 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1323 continue;
1630 } 1324 }
1631 } 1325 }
1632 } 1326 }
1633 1327
1634 /* misc stuff that's useful */ 1328 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1329 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1331 {
1638 pick_up (op, tmp); 1332 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1333 continue;
1642 } 1334 }
1643 1335
1644 /* any of the last 4 bits set means we use the ratio for value 1336 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1337 * pickups */
1658 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1659 { 1351 {
1660 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1661 } 1353 }
1662 else 1354 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666#endif 1358#endif
1667 continue; 1359 continue;
1668 } 1360 }
1669 } 1361 }
1670 } /* the new pickup model */ 1362 } /* the new pickup model */
1671 } 1363 }
1364
1672 return !stop; 1365 return !stop;
1673} 1366}
1674 1367
1675/* 1368/*
1676 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1678 * found object is returned. 1371 * found object is returned.
1679 */ 1372 */
1680object * 1373object *
1681find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1682{ 1375{
1683 object *tmp = NULL; 1376 object *tmp = 0;
1684 1377
1685 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1689 return op; 1382 return op;
1383
1690 return tmp; 1384 return tmp;
1691} 1385}
1692 1386
1693/* 1387/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1392 */
1699
1700object * 1393object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1395{
1703 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1737 else 1430 else
1738 { 1431 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1433 {
1741 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1437 {
1745 tmp = arrow; 1438 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1440 }
1748 } 1441 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1443 {
1751 tmp = arrow; 1444 tmp = arrow;
1770 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1464 * op = the shooter
1772 * type = bow->race 1465 * type = bow->race
1773 * dir = fire direction 1466 * dir = fire direction
1774 */ 1467 */
1775
1776object * 1468object *
1777pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1778{ 1470{
1779 object *tmp = NULL; 1471 object *tmp = NULL;
1780 mapstruct *m; 1472 maptile *m;
1781 int i, mflags, found, number; 1473 int i, mflags, found, number;
1782 sint16 x, y; 1474 sint16 x, y;
1783 1475
1784 if (op->map == NULL) 1476 if (op->map == NULL)
1785 return find_arrow (op, type); 1477 return find_arrow (op, type);
1845 */ 1537 */
1846int 1538int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1540{
1849 object *left, *bow; 1541 object *left, *bow;
1850 tag_t left_tag, tag; 1542 int mflags;
1851 int bowspeed, mflags; 1543 maptile *m;
1852 mapstruct *m;
1853 1544
1854 if (!dir) 1545 if (!dir)
1855 { 1546 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1548 return 0;
1858 } 1549 }
1859 if (op->type == PLAYER) 1550
1860 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1861 else 1553 else
1862 { 1554 {
1863 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1562 if (!bow)
1871 { 1563 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1565 return 0;
1874 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1875 } 1575 }
1576
1876 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1877 { 1578 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1580 return 0;
1880 } 1581 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1582
1890 if (arrow == NULL) 1583 if (arrow == NULL)
1891 { 1584 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1586 {
1894 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1590 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1899 return 0; 1593 return 0;
1900 } 1594 }
1901 } 1595 }
1596
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1599 return 0;
1906 } 1600
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1602 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1604 return 0;
1911 } 1605 }
1912 1606
1913 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1608 if (arrow->nrof == 0)
1915 { 1609 {
1916 remove_ob (arrow); 1610 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1611 return 0;
1919 } 1612 }
1920 1613
1921 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1616 if (!arrow)
1925 { 1617 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1619 return 0;
1928 } 1620 }
1929 set_owner (arrow, op); 1621
1622 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1624 arrow->direction = dir;
1933 arrow->x = sx; 1625
1934 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1658
1936 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1937 { 1660 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1971 } 1668 }
1972 else 1669 else
1973 { 1670 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1671 arrow->level = op->level;
1977 } 1672 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1979 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1678 }
1981 arrow->slaying = bow->slaying;
1982 1679
1983 arrow->map = m; 1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1686
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1689
1991 if (!was_destroyed (arrow, tag)) 1690 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1691 move_arrow (arrow);
1993 1692
1994 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1995 { 1694 {
1996 if (was_destroyed (left, left_tag)) 1695 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1998 else 1697 else
1999 esrv_send_item (op, left); 1698 esrv_send_item (op, left);
2000 } 1699 }
1700
2001 return 1; 1701 return 1;
2002} 1702}
2003 1703
2004/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1705 * account the special fire modes players can have
2013{ 1713{
2014 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
2015 1715
2016 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
2017 { 1717 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1719 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1721 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1723 wcmod = -1;
1724
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1726 }
2026 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
2027 { 1728 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1734 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1738 }
2039 else 1739 else
2040 { 1740 {
2041 /* Simple case */ 1741 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1743 }
1744
2044 return ret; 1745 return ret;
2045} 1746}
2046
2047 1747
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2050 */ 1750 */
2051void 1751void
2052fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2053{ 1753{
2054 object *item; 1754 object *item = op->contr->ranged_ob;
2055 1755
2056 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2057 { 1757 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1759 return;
2060 } 1760 }
2061 1761
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1762 if (!item->inv)
2064 { 1763 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1765 return;
2067 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2068 if (item->type == WAND) 1771 if (item->type == WAND)
2069 { 1772 {
2070 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2071 { 1774 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2074 return; 1778 return;
2075 } 1779 }
2076 } 1780 }
2077 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2078 { 1782 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1784 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2082 if (item->type == ROD) 1787 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1789 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2086 return; 1792 return;
2087 } 1793 }
2088 } 1794 }
2089 1795
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2097 object *tmp; 1803 object *tmp;
2098 1804
2099 if (item->arch) 1805 if (item->arch)
2100 { 1806 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2103 item->speed = 0; 1809 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1810 }
1811
2106 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1814 }
2109 } 1815 }
2110 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1817 drain_rod_charge (item);
2113 }
2114 } 1818 }
2115} 1819}
2116 1820
2117/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2118 */ 1822 */
2119void 1823bool
2120fire (object *op, int dir) 1824fire (object *op, int dir)
2121{ 1825{
2122 int spellcost = 0; 1826 int spellcost = 0;
2123 1827
2124 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2126 make_visible (op); 1830 make_visible (op);
2127 1831
2128 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2129 { 1838 }
2130 case range_none:
2131 return;
2132 1839
2133 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2134 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2135 return; 1857 break;
2136 1858
2137 case range_magic: /* Casting spells */ 1859 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1861 break;
2140 1862
2141 case range_misc: 1863 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2167 return; 1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
2168 default: 1871 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1872 fire_misc_object (op, dir);
2170 return; 1873 break;
2171 } 1874 }
2172}
2173 1875
2174 1876 return true;
1877}
2175 1878
2176/* find_key 1879/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1884 * pl is the player,
2182 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2185 */ 1888 */
2186
2187object * 1889object *
2188find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2189{ 1891{
2190 object *tmp, *key; 1892 object *tmp, *key;
2191 1893
2192 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1895 if (!container->inv)
2194 return NULL; 1896 return 0;
2195 1897
2196 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1900 {
2199 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1902 break;
2201 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2203 */ 1905 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1907 break;
2206 } 1908 }
1909
2207 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1913 * a key, return
2211 */ 1914 */
2212 if (!tmp) 1915 if (!tmp)
2213 { 1916 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1918 {
2216 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1921 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2220 return key; 1923 return key;
2221 } 1924 }
2222 } 1925 }
1926
2223 if (!tmp) 1927 if (!tmp)
2224 return NULL; 1928 return NULL;
2225 } 1929 }
1930
2226 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1932 * see if we actually want to use it
2228 */ 1933 */
2229 if (pl != container) 1934 if (pl != container)
2230 { 1935 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1958 return NULL;
2254 } 1959 }
2255 } 1960 }
1961
2256 return tmp; 1962 return tmp;
2257} 1963}
2258 1964
2259/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1968 * 0 otherwise
2263 */ 1969 */
2264static int 1970static int
2265player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2266{ 1972{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2271 */ 1976 */
2272 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2273 1978
2274 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2275 if (key) 1980 if (key)
2276 { 1981 {
2277 object *container = key->env; 1982 object *container = key->env;
2278 1983
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2280 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2281 make_visible (op); 1987 make_visible (op);
1988
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2284 if (door->type == DOOR) 1992 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2289 { 1995 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1998 }
1999
2293 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2296 if (container != op) 2003 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2298 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2299 } 2007 }
2300 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2301 { 2009 {
2302 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2012 return 1;
2305 } 2013 }
2014
2306 return 0; 2015 return 0;
2307} 2016}
2308 2017
2309/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2314 */ 2023 */
2315 2024bool
2316void
2317move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2318{ 2026{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2027 int on_battleground;
2322 mapstruct *m;
2323 2028
2324 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2326 2031
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2328 2042
2329 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2050 * move_ob uses.
2337 */ 2051 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348 2053
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2057 * on the space
2360 */ 2058 */
2361 while (tmp != NULL) 2059 object *mon;
2362 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2363 if (tmp == op) 2061 {
2364 { 2062 if ((mon->flag [FLAG_ALIVE]
2365 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2366 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp; 2065 && mon != op)
2371 break; 2066 break;
2372 } 2067 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 2068
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2070 return false; /* into a wall */
2380 2071
2381 if (mon->head != NULL)
2382 mon = mon->head; 2072 mon = mon->head_ ();
2383 2073
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2385 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2386 return; 2079 return true;
2080 }
2387 2081
2388 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them. 2087 * and thus will not push them.
2394 */ 2088 */
2395 2089
2396 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2399 */ 2093 */
2400 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2401#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2097 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2099 {
2410 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2101 if (op->contr->braced)
2412 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2415 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2112 make_visible (op);
2113
2417 return; 2114 return true;
2418 } 2115 }
2116 else
2117 return false;
2118 }
2419 2119
2420 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2123 * attack them either.
2424 */ 2124 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2428 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2129 && !on_battleground))
2430 && mon->contr-> 2130 {
2431 peaceful)) && 2131 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2132 {
2133 --op->speed_left;
2134
2437 if (!op->contr->braced) 2135 if (!op->contr->braced)
2438 { 2136 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2441 } 2139 }
2442 else 2140 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2142
2446 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2144 make_visible (op);
2448 }
2449 2145
2146 return true;
2147 }
2148 }
2450 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2151 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2454 { 2155 {
2156 --op->speed_left;
2157
2455 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2457 make_visible (op); 2160 make_visible (op);
2458 }
2459 2161
2162 return true;
2163 }
2164 }
2460 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2170 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2173 {
2470 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2175 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2479 2177
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2484 2179
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2499 make_visible (op); 2181 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2182
2504int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2505move_player (object *op, int dir) 2191move_player (object *op, int dir)
2506{ 2192{
2507 int pick; 2193 int pick;
2508 2194
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2196 return 0;
2511 2197
2512 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2514 { 2200 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2202 return 0;
2517 } 2203 }
2518 2204
2519 /* peterm: added following line */ 2205 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2208
2523 op->facing = dir; 2209 op->facing = dir;
2524 2210
2525 if (op->hide) 2211 if (op->hide)
2526 do_hidden_move (op); 2212 do_hidden_move (op);
2527 2213
2214 bool retval;
2215
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2217 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2531 fire (op, dir); 2219 retval = fire (op, dir);
2532 else 2220 else
2533 { 2221 {
2534 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2223 pick = check_pick (op);
2536 } 2224 }
2537 2225
2538 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2227 * server can handle repeat firing.
2540 */ 2228 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2230 op->direction = dir;
2544 }
2545 else 2231 else
2546 {
2547 op->direction = 0; 2232 op->direction = 0;
2548 } 2233
2549 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2236 * for players.
2552 */ 2237 */
2553 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2554 return 0; 2239
2240 return retval;
2555} 2241}
2556 2242
2557/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2244 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2246 * the new speed values for commands.
2561 * 2247 *
2562 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2563 */ 2251 */
2564int 2252bool
2565handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2566{ 2254{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2256 {
2589 flee_player (op); 2257 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2258 {
2593 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2594 return 0; 2262 return true;
2595 } 2263 }
2596 } 2264 else
2597 2265 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2266 }
2609 2267
2610 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2270 * called, so we recheck it here.
2613 */ 2271 */
2614 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2273 return true;
2617 2274
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2277
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2278 return false;
2634} 2279}
2635 2280
2636int 2281int
2637save_life (object *op) 2282save_life (object *op)
2638{ 2283{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2285 return 0;
2643 2286
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2289 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2649 if (op->contr) 2293 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2295
2652 free_object (tmp); 2296 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2654 if (op->stats.hp < 0) 2299 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2656 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2657 op->stats.food = 999; 2303 op->stats.food = 999;
2658 fix_player (op); 2304
2305 op->update_stats ();
2659 return 1; 2306 return 1;
2660 } 2307 }
2308
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2312 return 0;
2665} 2313}
2670 * from. 2318 * from.
2671 */ 2319 */
2672void 2320void
2673remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2674{ 2322{
2675 object *next;
2676
2677 while (op) 2323 while (op)
2678 { 2324 {
2679 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2326
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2328 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2690 } 2333 }
2691 else if (op->inv) 2334 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2693 op = next; 2337 op = next;
2694 } 2338 }
2695} 2339}
2696
2697 2340
2698/* 2341/*
2699 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2358 else
2716 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2362 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2365 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2369 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2726 { 2371 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2374 strcat (buf2, buf);
2730 } 2375 }
2376
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2734 return buf2; 2381 return buf2;
2735} 2382}
2736
2737
2738 2383
2739void 2384void
2740do_some_living (object *op) 2385do_some_living (object *op)
2741{ 2386{
2742 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2393 int rate_grace = 2000;
2749 const int max_hp = 1; 2394 const int max_hp = 1;
2750 const int max_sp = 1; 2395 const int max_sp = 1;
2751 const int max_grace = 1; 2396 const int max_grace = 1;
2752 2397
2753 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2759 2416
2760 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2761 { 2418 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2423 else
2768 { 2424 {
2769 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2427 }
2428
2772 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2431 else
2775 { 2432 {
2776 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2435 }
2436
2779 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2439 else
2782 { 2440 {
2783 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2443 }
2786 2444
2787 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2447 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2792 { 2450 {
2793 op->stats.sp++; 2451 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2459 op->stats.food = last_food;
2802 } 2460 }
2803 } 2461 }
2462
2804 if (max_sp > 1) 2463 if (max_sp > 1)
2805 { 2464 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2466 if (over_sp > 0)
2808 { 2467 {
2809 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2810 { 2469 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2473 op->stats.sp--;
2474
2814 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2816 } 2477 }
2817 op->last_sp = 0; 2478 op->last_sp = 0;
2818 } 2479 }
2819 else 2480 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2482 }
2824 else 2483 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2485 }
2829 2486
2830 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2833 { 2490 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2836 if (max_grace > 1) 2494 if (max_grace > 1)
2837 { 2495 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2497 if (over_grace > 0)
2840 { 2498 {
2868 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2528 op->stats.food = last_food;
2871 } 2529 }
2872 } 2530 }
2531
2873 if (max_hp > 1) 2532 if (max_hp > 1)
2874 { 2533 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2535 if (over_hp > 0)
2877 { 2536 {
2890 } 2549 }
2891 2550
2892 /* Digestion */ 2551 /* Digestion */
2893 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2894 { 2553 {
2895#ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2555
2902 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2558 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2906 /* dms do not consume food */ 2561 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2563 op->stats.food--;
2909 } 2564 }
2910 }
2911 2565
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2567 {
2914 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2915 2569
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2571 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2921 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2579 break;
2926 } 2580 }
2927 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2928 flesh = tmp; 2582 flesh = tmp;
2929 } /* End if paid for object */ 2583 } /* End if paid for object */
2930 } /* end of for loop */ 2584 } /* end of for loop */
2585
2931 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2587 * eat flesh instead.
2933 */ 2588 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2590 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2938 } 2593 }
2939 } /* end if player is starving */ 2594 }
2940 2595
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2943 2598
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2600 kill_player (op);
2601 }
2946} 2602}
2947
2948
2949 2603
2950/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2607 * file.
2957{ 2611{
2958 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2959 int x, y; 2613 int x, y;
2960 2614
2961 //int i; 2615 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2963 2617
2964 /* int z; 2618 /* int z;
2965 int num_stats_lose; 2619 int num_stats_lose;
2966 int lost_a_stat; 2620 int lost_a_stat;
2967 int lose_this_stat; 2621 int lose_this_stat;
2982 { 2636 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2639
2986 /* restore player */ 2640 /* restore player */
2987 at = find_archetype ("poisoning"); 2641 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2643 {
2991 remove_ob (tmp); 2644 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2646 }
2995 2647
2996 at = find_archetype ("confusion"); 2648 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2650 {
3000 remove_ob (tmp); 2651 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2653 }
3004 2654
3005 cure_disease (op, 0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2658 op->stats.food = 999;
3009 2659
3010 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2662 {
3014 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2664 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2668 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2672 }
3025 2673
3026 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2676 op->contr->braced = 0;
3033 2681
3034 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
3035 2683
3036 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
3037 { 2685 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3047 } 2688 }
3048 else 2689 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3058 } 2691
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2693
3061 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3062 x = op->x; 2695 x = op->x;
3063 y = op->y; 2696 y = op->y;
3064 map = op->map; 2697 map = op->map;
3065 2698
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3072 */ 2702 */
3073 2703
3074 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2706 * of death.
3077 */ 2707 */
3078#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3080 { 2710 {
3081 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2713 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2716 little bit harder. */
3087 /* GD */ 2717 /* GD */
3088 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2719 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2720 else
3094 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3095 num_stats_lose = 1; 2724 num_stats_lose = 1;
3096 } 2725
3097 lost_a_stat = 0; 2726 lost_a_stat = 0;
3098 2727
3099 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3100 { 2729 {
3101 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3102 2731
3103 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3104 { 2752 {
3105 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3106 * what he lost. 2754 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2755 }
3115 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3116 { 2758 {
3117 /* deplete a stat */ 2759 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3119 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3120 2762 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2763 {
3124 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3126 } 2766
3127 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2773 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2774 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2776 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2777 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2778 else
3169 if (this_stat >= -50)
3170 { 2779 {
3171 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2785 }
3177 } 2786 }
3178 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3179 } 2806 }
2807 }
2808 }
3180 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2810 if (!lost_a_stat)
3182 { 2811 {
3183 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3186 2815
3187 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2818 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2820 }
2821#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2823#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2824
3195 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2826 * exp loss on the stone.
3197 */ 2827 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2830 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3203 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); 2833 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);
3204 tmp->msg = buf; 2834 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2837
3208 /**************************************/ 2838 /**************************************/
3209 /* */ 2839 /* */
3210 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3213 /* */ 2843 /* */
3214
3215 /**************************************/ 2844 /**************************************/
3216 2845
3217 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2847 /* restore player */
3219 at = find_archetype ("poisoning"); 2848 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
2850
3221 if (tmp) 2851 if (tmp)
3222 { 2852 {
3223 remove_ob (tmp); 2853 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2855 }
3227 2856
3228 at = find_archetype ("confusion"); 2857 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2859 if (tmp)
3231 { 2860 {
3232 remove_ob (tmp); 2861 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2863 }
2864
3236 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3237 2866
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3241 op->stats.food = 900; 2870 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2874
3246 /* 2875 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3249 * in the map. 2878 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3254 2880
3255 /****************************************/ 2881 /****************************************/
3256 /* */ 2882 /* */
3257 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3259 /* */ 2885 /* */
3260
3261 /****************************************/ 2886 /****************************************/
3262 2887
3263 enter_player_savebed (op); 2888 enter_player_savebed (op);
3264 2889
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2890 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2891
3271 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2895 * on the space that might harm the player.
3275 */ 2896 */
3276 will_kill_again = 0; 2897 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3281 } 2901
3282 if (will_kill_again) 2902 if (will_kill_again)
3283 { 2903 {
3284 object *force; 2904 object *force;
3285 int at; 2905 int at;
3286 2906
3287 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2909 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2914 force->resist[at] = 100;
3296 } 2915
3297 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3298 fix_player (op); 2917 op->update_stats ();
3299 2918
3300 } 2919 }
3301 2920
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2922}
3380
3381 2923
3382void 2924void
3383loot_object (object *op) 2925loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3386 2928
3387 if (op->container) 2929 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2930
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3393 { 2932 {
3394 next = tmp->below; 2933 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3396 continue; 2936 continue;
3397 remove_ob (tmp); 2937
2938 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3399 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2943
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2945 {
3405 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3406 { 2947 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2949 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2951 }
3411 else 2952 else
3412 free_object (tmp); 2953 tmp->destroy ();
3413 } 2954 }
3414 else 2955 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2957 }
3417} 2958}
3419/* 2960/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2963 * was changed.
3423 */ 2964 */
3424
3425void 2965void
3426fix_weight (void) 2966fix_weight (void)
3427{ 2967{
3428 player *pl; 2968 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2969 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2971
3434 if (old == sum) 2972 if (old == sum)
3435 continue; 2973 continue;
3436 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2976 }
3439} 2977}
3440 2978
3441void 2979void
3442fix_luck (void) 2980fix_luck (void)
3443{ 2981{
3444 player *pl; 2982 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3449} 2985}
3450
3451 2986
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3455 */ 2990 */
3456
3457void 2991void
3458cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3459{ 2993{
3460 object *skop, *spob; 2994 object *skop, *spob;
3461 2995
3482 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3018
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3020
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3022}
3491 3023
3492void 3024void
3493make_visible (object *op) 3025make_visible (object *op)
3494{ 3026{
3497 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3498 { 3030 {
3499 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3501 } 3033 }
3034
3502 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3503} 3036}
3504 3037
3505int 3038int
3506is_true_undead (object *op) 3039is_true_undead (object *op)
3507{ 3040{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3042 return 1;
3512 3043
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3044 return 0;
3519} 3045}
3520 3046
3521/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3094 */
3569
3570void 3095void
3571do_hidden_move (object *op) 3096do_hidden_move (object *op)
3572{ 3097{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3099 object *skop;
3578 3103
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3105
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3585 { 3109 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3111 make_visible (op);
3588 return; 3112 return;
3589 } 3113 }
3590 else 3114 else
3591 num += 20; 3115 num += 20;
3592 } 3116
3593 num += op->map->difficulty; 3117 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3119 num -= hide;
3120
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3122 {
3598 make_visible (op); 3123 make_visible (op);
3599 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3126 }
3602 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3129}
3607 3130
3608/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3609 3132
3610int 3133int
3611stand_near_hostile (object *who) 3134stand_near_hostile (object *who)
3612{ 3135{
3613 object *tmp = NULL; 3136 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3138 maptile *m;
3616 sint16 x, y; 3139 sint16 x, y;
3617 3140
3618 if (!who) 3141 if (!who)
3619 return 0; 3142 return 0;
3620 3143
3637 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3638 continue; 3161 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3163 continue;
3641 3164
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3166 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3168 return 1;
3646 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3647 { 3170 {
3677 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3678 { 3201 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3203 return -1;
3681 } 3204 }
3205
3682 if (!pl || !op) 3206 if (!pl || !op)
3683 return 0; 3207 return 0;
3684 3208
3685 if (op->head)
3686 {
3687 op = op->head; 3209 op = op->head_ ();
3688 } 3210
3689 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3690 3212
3691 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3214 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3694 * a blocked los square. 3216 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3696 */ 3218 */
3697 while (op) 3219 while (op)
3698 { 3220 {
3699 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3701 3223
3702 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3226 * for any meaningful values.
3705 */ 3227 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3231 return 1;
3710 op = op->more; 3232 op = op->more;
3711 } 3233 }
3712 return 0; 3234 return 0;
3713} 3235}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3333 int i = 0, j = 0;
3812 3334
3813 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3822 3344
3823 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3824 return; 3346 return;
3825 3347
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3349
3828 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3829 { 3351 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3353 return;
3832 } 3354 }
3833 3355
3834 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3357 item = tr->item;
3836 3358
3837 if (item->type == SPELL) 3359 if (item->type == SPELL)
3838 { 3360 {
3839 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3840 return; 3362 return;
3899 { 3421 {
3900 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3423 object *skin;
3902 3424
3903 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3905 if (skin == NULL) 3430 if (!skin)
3906 return; 3431 return;
3907 3432
3908 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3435 {
3955 * not readied. 3480 * not readied.
3956 */ 3481 */
3957void 3482void
3958player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3959{ 3484{
3960 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3961 3487
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3963 { 3489 pl->combat_ob = 0;
3490
3964 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3965 { 3492 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines