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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 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 1.19 2006/09/11 23:53:30 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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
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 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
807{ 755{
808 if (party == NULL) 756 if (party == NULL)
809 { 757 {
810 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);
811 return; 759 return;
812 } 760 }
761
813 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
816 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:");
817} 766}
818
819 767
820/* 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. */
821int 769static int
822roll_stat (void) 770roll_stat (void)
823{ 771{
824 int a[4], i, j, k; 772 int a[4], i, j, k;
825 773
826 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
828 776
829 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 778 if (a[i] < k)
831 k = a[i], j = i; 779 k = a[i], j = i;
832 780
833 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 782 if (i != j)
836 k += a[i]; 783 k += a[i];
837 } 784
838 return k; 785 return k;
839} 786}
840 787
841void 788void
842roll_stats (object *op) 789object::roll_stats ()
843{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
844 int sum = 0; 795 int sum = 0;
845 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
847 798
848 do 799 if (sum >= 82 && sum <= 116)
800 break;
849 { 801 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 802
861 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 805
870 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
871 do 807 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 808
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 809 stats.exp = 0;
906 op->stats.ac = 0; 810 stats.ac = 0;
907 811
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
915 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
916 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
917} 824}
918 825
919void 826void
920Roll_Again (object *op) 827object::swap_stats (int a, int b)
921{ 828{
922 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 830
927void 831 for (int i = 0; i < NUM_STATS; ++i)
928Swap_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)
929{ 858{
930 signed char tmp;
931 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
932 860
933 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 865}
1048 866
1049/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1053 * not the class. 871 * not the class.
1054 */ 872 */
1055 873void
1056int 874player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 875{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1075 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1077 885
1078 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1079 887
1080 if (op->msg) 888 if (ob->msg)
1081 op->msg = NULL; 889 ob->msg = 0;
1082 890
1083 /* 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
1084 * to save here. 892 * to save here.
1085 */ 893 */
894 {
895 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1088 899
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 900 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 903 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1097 fix_player (op); 905 ob->update_stats ();
1098 906
1099 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1100 * is one for this race 908 * is one for this race
1101 */ 909 */
1102 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1103 { 911 {
1104 object *tmp; 912 object *tmp;
1105 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1106 914
1107 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);
1108 tmp = get_object (); 916 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1112 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;
1113 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1114 * default initial map */ 922 * default initial map */
1115 free_object (tmp); 923 tmp->destroy ();
1116 } 924 }
1117 else 925 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 927}
1121 return 0;
1122 }
1123 928
929void
930player::chargen_race_next ()
931{
1124 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1126 */ 934 */
1127 935
1128 tmp_loop = 0; 936 do
1129 while (!tmp_loop)
1130 { 937 {
1131 shstr name = op->name; 938 shstr name = ob->name;
1132 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1133 940
1134 remove_statbonus (op); 941 ob->remove_statbonus ();
1135 remove_ob (op); 942 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 944 ob->arch->copy_to (ob);
1138 op->instantiate (); 945 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1141 op->x = x; 948 ob->x = x;
1142 op->y = y; 949 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 953 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 954 }
955 while (!allowed_class (ob));
1150 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
1208 play_again (op);
1209 return 1;
1210} 963}
1211 964
1212void 965void
1213flee_player (object *op) 966flee_player (object *op)
1214{ 967{
1244 { 997 {
1245 op->enemy = NULL; 998 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1000 return;
1248 } 1001 }
1002
1249 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1250 1004
1251 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1253 { 1007 {
1254 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1255 1009
1256 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)))
1257 {
1258 return; 1011 return;
1259 }
1260 } 1012 }
1013
1261 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1016 op->enemy = NULL;
1264} 1017}
1265 1018
1266
1267/* 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.
1268 * 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
1269 * stop. 1021 * stop.
1270 */ 1022 */
1271int 1023int
1272check_pick (object *op) 1024check_pick (object *op)
1273{ 1025{
1274 object *tmp, *next; 1026 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1027 int stop = 0;
1277 int j, k, wvratio; 1028 int wvratio;
1278 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1279
1280 1030
1281 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1283 return 1; 1033 return 1;
1284 1034
1285 op_tag = op->count;
1286
1287 next = op->below; 1035 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1036
1291 /* 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
1292 * destroyed */ 1038 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1294 { 1040 {
1295 tmp = next; 1041 tmp = next;
1296 next = tmp->below; 1042 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1043
1300 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1301 return 0; 1045 return 0;
1302 1046
1303 if (!can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1304 continue; 1048 continue;
1305 1049
1313 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1058 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1059 {
1316 switch (op->contr->mode) 1060 switch (op->contr->mode)
1317 { 1061 {
1318 case 0: 1062 case 0:
1319 return 1; /* don't pick up */ 1063 return 1; /* don't pick up */
1320 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))
1321 pick_up (op, tmp); 1081 pick_up (op, tmp);
1322 return 1; 1082 break;
1083
1323 case 2: 1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1086 pick_up (op, tmp);
1325 return 0; 1087 break;
1326 case 3: 1088
1327 return 0; /* stop before pickup */ 1089 default:
1328 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)
1329 pick_up (op, tmp); 1093 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1094 }
1351 } 1095 }
1352 else 1096 else
1353 { /* old model */ 1097 { /* old model */
1354 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1358 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &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))));
1361 else 1105 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &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
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1110 }
1111
1395 /* philosophy: 1112 /* philosophy:
1396 * 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
1397 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1399 * 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
1400 * example. 1117 * example.
1401 * 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
1402 * 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
1403 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1154 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1155 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1156 if (tmp->type == FOOD)
1440 { 1157 {
1441 pick_up (op, tmp); 1158 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1159 continue;
1445 } 1160 }
1161
1446 if (op->contr->mode & PU_DRINK) 1162 if (op->contr->mode & PU_DRINK)
1447 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)))
1448 { 1164 {
1449 pick_up (op, tmp); 1165 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1166 continue;
1453 } 1167 }
1454 1168
1455 if (op->contr->mode & PU_POTION) 1169 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1170 if (tmp->type == POTION)
1457 { 1171 {
1458 pick_up (op, tmp); 1172 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1173 continue;
1462 } 1174 }
1463 1175
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1176 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1177 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1178 if (tmp->type == SPELLBOOK)
1467 { 1179 {
1468 pick_up (op, tmp); 1180 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1181 continue;
1472 } 1182 }
1183
1473 if (op->contr->mode & PU_SKILLSCROLL) 1184 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1185 if (tmp->type == SKILLSCROLL)
1475 { 1186 {
1476 pick_up (op, tmp); 1187 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1188 continue;
1480 } 1189 }
1190
1481 if (op->contr->mode & PU_READABLES) 1191 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1193 {
1484 pick_up (op, tmp); 1194 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1195 continue;
1488 } 1196 }
1489 1197
1490 /* wands/staves/rods/horns */ 1198 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1201 {
1494 pick_up (op, tmp); 1202 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1203 continue;
1498 } 1204 }
1499 1205
1500 /* pick up all magical items */ 1206 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1207 if (op->contr->mode & PU_MAGICAL)
1502 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))
1503 { 1209 {
1504 pick_up (op, tmp); 1210 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1211 continue;
1508 } 1212 }
1509 1213
1510 if (op->contr->mode & PU_VALUABLES) 1214 if (op->contr->mode & PU_VALUABLES)
1511 { 1215 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1216 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1217 {
1514 pick_up (op, tmp); 1218 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1219 continue;
1518 } 1220 }
1519 } 1221 }
1520 1222
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1223 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1224 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1225 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1226 {
1525 pick_up (op, tmp); 1227 pick_up (op, tmp);
1228 continue;
1526 if (0) 1229 }
1527 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);
1528 continue; 1236 continue;
1529 } 1237 }
1530 1238
1531 /* bows and arrows. Bows are good for selling! */ 1239 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1240 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1241 if (tmp->type == BOW)
1534 { 1242 {
1535 pick_up (op, tmp); 1243 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1244 continue;
1539 } 1245 }
1246
1540 if (op->contr->mode & PU_ARROW) 1247 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1248 if (tmp->type == ARROW)
1542 { 1249 {
1543 pick_up (op, tmp); 1250 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1251 continue;
1547 } 1252 }
1548 1253
1549 /* all kinds of armor etc. */ 1254 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1255 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1256 if (tmp->type == ARMOUR)
1552 { 1257 {
1553 pick_up (op, tmp); 1258 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1259 continue;
1557 } 1260 }
1261
1558 if (op->contr->mode & PU_HELMET) 1262 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1263 if (tmp->type == HELMET)
1560 { 1264 {
1561 pick_up (op, tmp); 1265 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1266 continue;
1565 } 1267 }
1268
1566 if (op->contr->mode & PU_SHIELD) 1269 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1270 if (tmp->type == SHIELD)
1568 { 1271 {
1569 pick_up (op, tmp); 1272 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1273 continue;
1573 } 1274 }
1275
1574 if (op->contr->mode & PU_BOOTS) 1276 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1277 if (tmp->type == BOOTS)
1576 { 1278 {
1577 pick_up (op, tmp); 1279 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1280 continue;
1581 } 1281 }
1282
1582 if (op->contr->mode & PU_GLOVES) 1283 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1284 if (tmp->type == GLOVES)
1584 { 1285 {
1585 pick_up (op, tmp); 1286 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1287 continue;
1589 } 1288 }
1289
1590 if (op->contr->mode & PU_CLOAK) 1290 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1291 if (tmp->type == CLOAK)
1592 { 1292 {
1593 pick_up (op, tmp); 1293 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1294 continue;
1597 } 1295 }
1598 1296
1599 /* hoping to catch throwing daggers here */ 1297 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1298 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1300 {
1603 pick_up (op, tmp); 1301 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1302 continue;
1607 } 1303 }
1608 1304
1609 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1611 { 1307 {
1612 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1613 { 1309 {
1614 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 &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1616 { 1312 {
1617 pick_up (op, tmp); 1313 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1314 continue;
1621 } 1315 }
1622 } 1316 }
1317
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1319 {
1625 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)
1626 { 1321 {
1627 pick_up (op, tmp); 1322 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1323 continue;
1631 } 1324 }
1632 } 1325 }
1633 } 1326 }
1634 1327
1635 /* misc stuff that's useful */ 1328 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1329 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1331 {
1639 pick_up (op, tmp); 1332 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1333 continue;
1643 } 1334 }
1644 1335
1645 /* 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
1646 * pickups */ 1337 * pickups */
1659 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1660 { 1351 {
1661 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1662 } 1353 }
1663 else 1354 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1666 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))));
1667#endif 1358#endif
1668 continue; 1359 continue;
1669 } 1360 }
1670 } 1361 }
1671 } /* the new pickup model */ 1362 } /* the new pickup model */
1672 } 1363 }
1364
1673 return !stop; 1365 return !stop;
1674} 1366}
1675 1367
1676/* 1368/*
1677 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1679 * found object is returned. 1371 * found object is returned.
1680 */ 1372 */
1681object * 1373object *
1682find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1683{ 1375{
1684 object *tmp = NULL; 1376 object *tmp = 0;
1685 1377
1686 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1687 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))
1688 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1690 return op; 1382 return op;
1383
1691 return tmp; 1384 return tmp;
1692} 1385}
1693 1386
1694/* 1387/*
1695 * 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
1696 * 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
1697 * 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
1698 * 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.
1699 */ 1392 */
1700
1701object * 1393object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1395{
1704 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1738 else 1430 else
1739 { 1431 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1433 {
1742 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 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)
1745 { 1437 {
1746 tmp = arrow; 1438 tmp = arrow;
1747 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;
1748 } 1440 }
1749 } 1441 }
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1443 {
1752 tmp = arrow; 1444 tmp = arrow;
1771 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1464 * op = the shooter
1773 * type = bow->race 1465 * type = bow->race
1774 * dir = fire direction 1466 * dir = fire direction
1775 */ 1467 */
1776
1777object * 1468object *
1778pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1779{ 1470{
1780 object *tmp = NULL; 1471 object *tmp = NULL;
1781 mapstruct *m; 1472 maptile *m;
1782 int i, mflags, found, number; 1473 int i, mflags, found, number;
1783 sint16 x, y; 1474 sint16 x, y;
1784 1475
1785 if (op->map == NULL) 1476 if (op->map == NULL)
1786 return find_arrow (op, type); 1477 return find_arrow (op, type);
1846 */ 1537 */
1847int 1538int
1848fire_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)
1849{ 1540{
1850 object *left, *bow; 1541 object *left, *bow;
1851 tag_t left_tag, tag; 1542 int mflags;
1852 int bowspeed, mflags; 1543 maptile *m;
1853 mapstruct *m;
1854 1544
1855 if (!dir) 1545 if (!dir)
1856 { 1546 {
1857 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!");
1858 return 0; 1548 return 0;
1859 } 1549 }
1860 if (op->type == PLAYER) 1550
1861 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1862 else 1553 else
1863 { 1554 {
1864 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1865 /* 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
1866 * 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.
1871 if (!bow) 1562 if (!bow)
1872 { 1563 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1565 return 0;
1875 } 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
1876 } 1575 }
1576
1877 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1878 { 1578 {
1879 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);
1880 return 0; 1580 return 0;
1881 } 1581 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1582
1891 if (arrow == NULL) 1583 if (arrow == NULL)
1892 { 1584 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1586 {
1895 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1896 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);
1897 /* 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 */
1898 else 1590 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1900 return 0; 1593 return 0;
1901 } 1594 }
1902 } 1595 }
1596
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1599 return 0;
1907 } 1600
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1602 {
1910 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.");
1911 return 0; 1604 return 0;
1912 } 1605 }
1913 1606
1914 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1608 if (arrow->nrof == 0)
1916 { 1609 {
1917 remove_ob (arrow); 1610 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1611 return 0;
1920 } 1612 }
1921 1613
1922 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1616 if (!arrow)
1926 { 1617 {
1927 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);
1928 return 0; 1619 return 0;
1929 } 1620 }
1930 set_owner (arrow, op); 1621
1622 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1624 arrow->direction = dir;
1934 arrow->x = sx; 1625
1935 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;
1936 1658
1937 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1938 { 1660 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 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;
1972 } 1668 }
1973 else 1669 else
1974 { 1670 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1671 arrow->level = op->level;
1978 } 1672 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1980 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1678 }
1982 arrow->slaying = bow->slaying;
1983 1679
1984 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);
1985 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1686
1988 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);
1989 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1689
1992 if (!was_destroyed (arrow, tag)) 1690 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1691 move_arrow (arrow);
1994 1692
1995 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1996 { 1694 {
1997 if (was_destroyed (left, left_tag)) 1695 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1999 else 1697 else
2000 esrv_send_item (op, left); 1698 esrv_send_item (op, left);
2001 } 1699 }
1700
2002 return 1; 1701 return 1;
2003} 1702}
2004 1703
2005/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1705 * account the special fire modes players can have
2014{ 1713{
2015 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
2016 1715
2017 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
2018 { 1717 {
2019 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);
2020 } 1719 }
2021 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)
2022 { 1721 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1723 wcmod = -1;
1724
2025 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);
2026 } 1726 }
2027 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
2028 { 1728 {
2029 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);
2033 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1734 {
2035 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);
2036 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);
2037 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);
2038
2039 } 1738 }
2040 else 1739 else
2041 { 1740 {
2042 /* Simple case */ 1741 /* Simple case */
2043 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);
2044 } 1743 }
1744
2045 return ret; 1745 return ret;
2046} 1746}
2047
2048 1747
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2051 */ 1750 */
2052void 1751void
2053fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2054{ 1753{
2055 object *item; 1754 object *item = op->contr->ranged_ob;
2056 1755
2057 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2058 { 1757 {
2059 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.");
2060 return; 1759 return;
2061 } 1760 }
2062 1761
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1762 if (!item->inv)
2065 { 1763 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1765 return;
2068 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2069 if (item->type == WAND) 1771 if (item->type == WAND)
2070 { 1772 {
2071 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2072 { 1774 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074 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
2075 return; 1778 return;
2076 } 1779 }
2077 } 1780 }
2078 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2079 { 1782 {
2080 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))
2081 { 1784 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2083 if (item->type == ROD) 1787 if (item->type == ROD)
2084 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));
2085 else 1789 else
2086 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
2087 return; 1792 return;
2088 } 1793 }
2089 } 1794 }
2090 1795
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2098 object *tmp; 1803 object *tmp;
2099 1804
2100 if (item->arch) 1805 if (item->arch)
2101 { 1806 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2104 item->speed = 0; 1809 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1810 }
1811
2107 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1814 }
2110 } 1815 }
2111 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1817 drain_rod_charge (item);
2114 }
2115 } 1818 }
2116} 1819}
2117 1820
2118/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2119 */ 1822 */
2120void 1823bool
2121fire (object *op, int dir) 1824fire (object *op, int dir)
2122{ 1825{
2123 int spellcost = 0; 1826 int spellcost = 0;
2124 1827
2125 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2127 make_visible (op); 1830 make_visible (op);
2128 1831
2129 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;
2130 { 1838 }
2131 case range_none:
2132 return;
2133 1839
2134 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:
2135 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2136 return; 1857 break;
2137 1858
2138 case range_magic: /* Casting spells */ 1859 case SPELL:
2139 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);
2140 return; 1861 break;
2141 1862
2142 case range_misc: 1863 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2168 return; 1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
2169 default: 1871 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1872 fire_misc_object (op, dir);
2171 return; 1873 break;
2172 } 1874 }
2173}
2174 1875
2175 1876 return true;
1877}
2176 1878
2177/* find_key 1879/* find_key
2178 * 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
2179 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1884 * pl is the player,
2183 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2186 */ 1888 */
2187
2188object * 1889object *
2189find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2190{ 1891{
2191 object *tmp, *key; 1892 object *tmp, *key;
2192 1893
2193 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1895 if (!container->inv)
2195 return NULL; 1896 return 0;
2196 1897
2197 /* 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 */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1900 {
2200 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1902 break;
2202 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2204 */ 1905 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1907 break;
2207 } 1908 }
1909
2208 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2209 /* 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.
2210 * 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
2211 * a key, return 1913 * a key, return
2212 */ 1914 */
2213 if (!tmp) 1915 if (!tmp)
2214 { 1916 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1918 {
2217 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1921 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2221 return key; 1923 return key;
2222 } 1924 }
2223 } 1925 }
1926
2224 if (!tmp) 1927 if (!tmp)
2225 return NULL; 1928 return NULL;
2226 } 1929 }
1930
2227 /* 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,
2228 * see if we actually want to use it 1932 * see if we actually want to use it
2229 */ 1933 */
2230 if (pl != container) 1934 if (pl != container)
2231 { 1935 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "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));
2254 return NULL; 1958 return NULL;
2255 } 1959 }
2256 } 1960 }
1961
2257 return tmp; 1962 return tmp;
2258} 1963}
2259 1964
2260/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1968 * 0 otherwise
2264 */ 1969 */
2265static int 1970static int
2266player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2267{ 1972{
2268
2269 /* 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,
2270 * 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 -
2271 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2272 */ 1976 */
2273 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2274 1978
2275 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2276 if (key) 1980 if (key)
2277 { 1981 {
2278 object *container = key->env; 1982 object *container = key->env;
2279 1983
2280 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
2281 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2282 make_visible (op); 1987 make_visible (op);
1988
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2285 if (door->type == DOOR) 1992 if (door->type == DOOR)
2286 {
2287 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 */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2290 { 1995 {
2291 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));
2292 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1998 }
1999
2294 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2297 if (container != op) 2003 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2299 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2300 } 2007 }
2301 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2302 { 2009 {
2303 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 2012 return 1;
2306 } 2013 }
2014
2307 return 0; 2015 return 0;
2308} 2016}
2309 2017
2310/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2315 */ 2023 */
2316 2024bool
2317void
2318move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2319{ 2026{
2320 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2027 int on_battleground;
2323 mapstruct *m;
2324 2028
2325 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2327 2031
2328 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 }
2329 2042
2330 /* 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
2331 * 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
2332 * 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
2333 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2334 * 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
2335 * 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
2336 * 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
2337 * move_ob uses. 2050 * move_ob uses.
2338 */ 2051 */
2339 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);
2340 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 {
2343 m = get_map_from_coord (op->map, &nx, &ny);
2344 if (!m)
2345 return; /* Don't think this should happen */
2346 }
2347 else
2348 m = op->map;
2349 2053
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return;
2354 }
2355
2356 mon = NULL;
2357 /* 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
2358 * 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.
2359 * 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
2360 * on the space 2057 * on the space
2361 */ 2058 */
2362 while (tmp != NULL) 2059 object *mon;
2363 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2364 if (tmp == op) 2061 {
2365 { 2062 if ((mon->flag [FLAG_ALIVE]
2366 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2367 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp; 2065 && mon != op)
2372 break; 2066 break;
2373 } 2067 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378 2068
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2070 return false; /* into a wall */
2381 2071
2382 if (mon->head != NULL)
2383 mon = mon->head; 2072 mon = mon->head_ ();
2384 2073
2385 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)
2386 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2387 return; 2079 return true;
2080 }
2388 2081
2389 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them. 2087 * and thus will not push them.
2395 */ 2088 */
2396 2089
2397 /* 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
2398 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2400 */ 2093 */
2401 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2402#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2097 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2099 {
2411 /* 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 */
2412 if (op->contr->braced) 2101 if (op->contr->braced)
2413 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2414 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);
2415 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2416 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2112 make_visible (op);
2113
2418 return; 2114 return true;
2419 } 2115 }
2116 else
2117 return false;
2118 }
2420 2119
2421 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2423 * 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
2424 * attack them either. 2123 * attack them either.
2425 */ 2124 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2427 (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))
2428#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2429 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2129 && !on_battleground))
2431 && mon->contr-> 2130 {
2432 peaceful)) && 2131 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2132 {
2133 --op->speed_left;
2134
2438 if (!op->contr->braced) 2135 if (!op->contr->braced)
2439 { 2136 {
2440 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);
2441 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2442 } 2139 }
2443 else 2140 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2142
2447 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2144 make_visible (op);
2449 }
2450 2145
2146 return true;
2147 }
2148 }
2451 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2452 * 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.
2453 */ 2151 */
2454 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)
2455 { 2155 {
2156 --op->speed_left;
2157
2456 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2458 make_visible (op); 2160 make_visible (op);
2459 }
2460 2161
2162 return true;
2163 }
2164 }
2461 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2462 * 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
2463 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2464 * 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
2465 * 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.
2466 */ 2170 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((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)))
2470 { 2173 {
2471 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 { 2175 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2480 2177
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2485 2179
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2500 make_visible (op); 2181 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 2182
2505int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2506move_player (object *op, int dir) 2191move_player (object *op, int dir)
2507{ 2192{
2508 int pick; 2193 int pick;
2509 2194
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2196 return 0;
2512 2197
2513 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2515 { 2200 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2202 return 0;
2518 } 2203 }
2519 2204
2520 /* peterm: added following line */ 2205 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2208
2524 op->facing = dir; 2209 op->facing = dir;
2525 2210
2526 if (op->hide) 2211 if (op->hide)
2527 do_hidden_move (op); 2212 do_hidden_move (op);
2528 2213
2214 bool retval;
2215
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2217 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2532 fire (op, dir); 2219 retval = fire (op, dir);
2533 else 2220 else
2534 { 2221 {
2535 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2223 pick = check_pick (op);
2537 } 2224 }
2538 2225
2539 /* 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
2540 * server can handle repeat firing. 2227 * server can handle repeat firing.
2541 */ 2228 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2230 op->direction = dir;
2545 }
2546 else 2231 else
2547 {
2548 op->direction = 0; 2232 op->direction = 0;
2549 } 2233
2550 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2236 * for players.
2553 */ 2237 */
2554 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2555 return 0; 2239
2240 return retval;
2556} 2241}
2557 2242
2558/* 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
2559 * new client/server stuff. 2244 * new client/server stuff.
2560 * 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
2561 * the new speed values for commands. 2246 * the new speed values for commands.
2562 * 2247 *
2563 * 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.
2564 */ 2251 */
2565int 2252bool
2566handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2567{ 2254{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2256 {
2590 flee_player (op); 2257 if (op->speed_left > 0.f)
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 { 2258 {
2594 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2595 return 0; 2262 return true;
2596 } 2263 }
2597 } 2264 else
2598 2265 return false;
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2266 }
2610 2267
2611 /* 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
2612 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2270 * called, so we recheck it here.
2614 */ 2271 */
2615 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2273 return true;
2618 2274
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2629 if (op->speed_left > 0) 2277
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0; 2278 return false;
2635} 2279}
2636 2280
2637int 2281int
2638save_life (object *op) 2282save_life (object *op)
2639{ 2283{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2285 return 0;
2644 2286
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2289 {
2648 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);
2649 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
2650 if (op->contr) 2293 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2295
2653 free_object (tmp); 2296 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2655 if (op->stats.hp < 0) 2299 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2657 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2658 op->stats.food = 999; 2303 op->stats.food = 999;
2659 fix_player (op); 2304
2305 op->update_stats ();
2660 return 1; 2306 return 1;
2661 } 2307 }
2308
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2312 return 0;
2666} 2313}
2671 * from. 2318 * from.
2672 */ 2319 */
2673void 2320void
2674remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2675{ 2322{
2676 object *next;
2677
2678 while (op) 2323 while (op)
2679 { 2324 {
2680 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' */
2681 * we remove object 'op' 2326
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2328 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2691 } 2333 }
2692 else if (op->inv) 2334 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2694 op = next; 2337 op = next;
2695 } 2338 }
2696} 2339}
2697
2698 2340
2699/* 2341/*
2700 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2358 else
2717 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2362 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2721 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);
2722 else 2365 else
2723 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
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2369 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2727 { 2371 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2374 strcat (buf2, buf);
2731 } 2375 }
2376
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2735 return buf2; 2381 return buf2;
2736} 2382}
2737
2738
2739 2383
2740void 2384void
2741do_some_living (object *op) 2385do_some_living (object *op)
2742{ 2386{
2743 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2393 int rate_grace = 2000;
2750 const int max_hp = 1; 2394 const int max_hp = 1;
2751 const int max_sp = 1; 2395 const int max_sp = 1;
2752 const int max_grace = 1; 2396 const int max_grace = 1;
2753 2397
2754 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 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 }
2760 2416
2761 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2762 { 2418 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2423 else
2769 { 2424 {
2770 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2427 }
2428
2773 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2431 else
2776 { 2432 {
2777 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2435 }
2436
2780 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2439 else
2783 { 2440 {
2784 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2443 }
2787 2444
2788 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2790 { 2447 {
2791 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);
2792 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2793 { 2450 {
2794 op->stats.sp++; 2451 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2801 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))
2802 op->stats.food = last_food; 2459 op->stats.food = last_food;
2803 } 2460 }
2804 } 2461 }
2462
2805 if (max_sp > 1) 2463 if (max_sp > 1)
2806 { 2464 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2466 if (over_sp > 0)
2809 { 2467 {
2810 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2811 { 2469 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2813 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))
2814 op->stats.sp--; 2473 op->stats.sp--;
2474
2815 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2817 } 2477 }
2818 op->last_sp = 0; 2478 op->last_sp = 0;
2819 } 2479 }
2820 else 2480 else
2821 {
2822 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);
2823 }
2824 } 2482 }
2825 else 2483 else
2826 {
2827 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);
2828 }
2829 } 2485 }
2830 2486
2831 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2832 /* 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. */
2833 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2834 { 2490 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2837 if (max_grace > 1) 2494 if (max_grace > 1)
2838 { 2495 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2497 if (over_grace > 0)
2841 { 2498 {
2869 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2870 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))
2871 op->stats.food = last_food; 2528 op->stats.food = last_food;
2872 } 2529 }
2873 } 2530 }
2531
2874 if (max_hp > 1) 2532 if (max_hp > 1)
2875 { 2533 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2535 if (over_hp > 0)
2878 { 2536 {
2891 } 2549 }
2892 2550
2893 /* Digestion */ 2551 /* Digestion */
2894 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2895 { 2553 {
2896#ifdef COZY_SERVER
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 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;
2901#endif
2902 2555
2903 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2904 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);
2905 else 2558 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2907 /* dms do not consume food */ 2561 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2563 op->stats.food--;
2910 } 2564 }
2911 }
2912 2565
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2567 {
2915 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2916 2569
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2571 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2922 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2923 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.");
2924 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2579 break;
2927 } 2580 }
2928 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2929 flesh = tmp; 2582 flesh = tmp;
2930 } /* End if paid for object */ 2583 } /* End if paid for object */
2931 } /* end of for loop */ 2584 } /* end of for loop */
2585
2932 /* 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
2933 * eat flesh instead. 2587 * eat flesh instead.
2934 */ 2588 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2590 {
2937 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.");
2938 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2939 } 2593 }
2940 } /* end if player is starving */ 2594 }
2941 2595
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2944 2598
2945 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))
2946 kill_player (op); 2600 kill_player (op);
2601 }
2947} 2602}
2948
2949
2950 2603
2951/* 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.
2952 * 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
2953 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2607 * file.
2958{ 2611{
2959 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2960 int x, y; 2613 int x, y;
2961 2614
2962 //int i; 2615 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2964 2617
2965 /* int z; 2618 /* int z;
2966 int num_stats_lose; 2619 int num_stats_lose;
2967 int lost_a_stat; 2620 int lost_a_stat;
2968 int lose_this_stat; 2621 int lose_this_stat;
2983 { 2636 {
2984 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!");
2985 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...");
2986 2639
2987 /* restore player */ 2640 /* restore player */
2988 at = find_archetype ("poisoning"); 2641 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2643 {
2992 remove_ob (tmp); 2644 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2646 }
2996 2647
2997 at = find_archetype ("confusion"); 2648 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2650 {
3001 remove_ob (tmp); 2651 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2653 }
3005 2654
3006 cure_disease (op, 0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2658 op->stats.food = 999;
3010 2659
3011 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2662 {
3015 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2664 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
3018 " 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",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2668 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2672 }
3026 2673
3027 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2676 op->contr->braced = 0;
3034 2681
3035 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
3036 2683
3037 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
3038 { 2685 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3048 } 2688 }
3049 else 2689 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3059 } 2691
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2693
3062 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3063 x = op->x; 2695 x = op->x;
3064 y = op->y; 2696 y = op->y;
3065 map = op->map; 2697 map = op->map;
3066 2698
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * 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.
3072 * 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.
3073 */ 2702 */
3074 2703
3075 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2706 * of death.
3078 */ 2707 */
3079#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3081 { 2710 {
3082 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3083 /* 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
3084 more if they do. */ 2713 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2716 little bit harder. */
3088 /* GD */ 2717 /* GD */
3089 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2719 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2720 else
3095 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3096 num_stats_lose = 1; 2724 num_stats_lose = 1;
3097 } 2725
3098 lost_a_stat = 0; 2726 lost_a_stat = 0;
3099 2727
3100 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3101 { 2729 {
3102 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3103 2731
3104 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)
3105 { 2752 {
3106 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3107 * what he lost. 2754 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2755 }
3116 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3117 { 2758 {
3118 /* deplete a stat */ 2759 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3120 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3121 2762 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2763 {
3125 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3127 } 2766
3128 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 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)
3135 { 2773 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2774 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2776 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2777 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2778 else
3170 if (this_stat >= -50)
3171 { 2779 {
3172 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 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"); */
3177 } 2785 }
3178 } 2786 }
3179 } 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 }
3180 } 2806 }
2807 }
2808 }
3181 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2810 if (!lost_a_stat)
3183 { 2811 {
3184 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3187 2815
3188 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3189 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);
3190 else 2818 else
3191 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.");
3192 } 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.");
3193#endif 2823#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2824
3196 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2826 * exp loss on the stone.
3198 */ 2827 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2830 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3204 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);
3205 tmp->msg = buf; 2834 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2837
3209 /**************************************/ 2838 /**************************************/
3210 /* */ 2839 /* */
3211 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3214 /* */ 2843 /* */
3215
3216 /**************************************/ 2844 /**************************************/
3217 2845
3218 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2847 /* restore player */
3220 at = find_archetype ("poisoning"); 2848 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
2850
3222 if (tmp) 2851 if (tmp)
3223 { 2852 {
3224 remove_ob (tmp); 2853 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2855 }
3228 2856
3229 at = find_archetype ("confusion"); 2857 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2859 if (tmp)
3232 { 2860 {
3233 remove_ob (tmp); 2861 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2863 }
2864
3237 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3238 2866
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3242 op->stats.food = 900; 2870 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2874
3247 /* 2875 /*
3248 * 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
3249 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3250 * in the map. 2878 */
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3255 2880
3256 /****************************************/ 2881 /****************************************/
3257 /* */ 2882 /* */
3258 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3260 /* */ 2885 /* */
3261
3262 /****************************************/ 2886 /****************************************/
3263 2887
3264 enter_player_savebed (op); 2888 enter_player_savebed (op);
3265 2889
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2890 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2891
3272 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2895 * on the space that might harm the player.
3276 */ 2896 */
3277 will_kill_again = 0; 2897 will_kill_again = 0;
3278 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)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3282 } 2901
3283 if (will_kill_again) 2902 if (will_kill_again)
3284 { 2903 {
3285 object *force; 2904 object *force;
3286 int at; 2905 int at;
3287 2906
3288 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2909 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2914 force->resist[at] = 100;
3297 } 2915
3298 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3299 fix_player (op); 2917 op->update_stats ();
3300 2918
3301 } 2919 }
3302 2920
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2922}
3372
3373 2923
3374void 2924void
3375loot_object (object *op) 2925loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3378 2928
3379 if (op->container) 2929 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2930
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3385 { 2932 {
3386 next = tmp->below; 2933 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3388 continue; 2936 continue;
3389 remove_ob (tmp); 2937
2938 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3391 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2943
3394 }
3395 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))))
3396 { 2945 {
3397 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3398 { 2947 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2949 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2951 }
3403 else 2952 else
3404 free_object (tmp); 2953 tmp->destroy ();
3405 } 2954 }
3406 else 2955 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2957 }
3409} 2958}
3411/* 2960/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3413 * 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
3414 * was changed. 2963 * was changed.
3415 */ 2964 */
3416
3417void 2965void
3418fix_weight (void) 2966fix_weight (void)
3419{ 2967{
3420 player *pl; 2968 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2969 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2971
3426 if (old == sum) 2972 if (old == sum)
3427 continue; 2973 continue;
3428 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3429 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);
3430 } 2976 }
3431} 2977}
3432 2978
3433void 2979void
3434fix_luck (void) 2980fix_luck (void)
3435{ 2981{
3436 player *pl; 2982 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3441} 2985}
3442
3443 2986
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3447 */ 2990 */
3448
3449void 2991void
3450cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3451{ 2993{
3452 object *skop, *spob; 2994 object *skop, *spob;
3453 2995
3474 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3475 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);
3476 3018
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3020
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3022}
3483 3023
3484void 3024void
3485make_visible (object *op) 3025make_visible (object *op)
3486{ 3026{
3489 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3490 { 3030 {
3491 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3493 } 3033 }
3034
3494 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3495} 3036}
3496 3037
3497int 3038int
3498is_true_undead (object *op) 3039is_true_undead (object *op)
3499{ 3040{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3503 return 1; 3042 return 1;
3504 3043
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3044 return 0;
3511} 3045}
3512 3046
3513/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3556/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 3094 */
3561
3562void 3095void
3563do_hidden_move (object *op) 3096do_hidden_move (object *op)
3564{ 3097{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566 object *skop; 3099 object *skop;
3570 3103
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3105
3573 /* 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! */
3574 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3577 { 3109 {
3578 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!");
3579 make_visible (op); 3111 make_visible (op);
3580 return; 3112 return;
3581 } 3113 }
3582 else 3114 else
3583 num += 20; 3115 num += 20;
3584 } 3116
3585 num += op->map->difficulty; 3117 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3119 num -= hide;
3120
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3122 {
3590 make_visible (op); 3123 make_visible (op);
3591 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3592 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!");
3593 } 3126 }
3594 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3595 {
3596 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);
3597 }
3598} 3129}
3599 3130
3600/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3601 3132
3602int 3133int
3603stand_near_hostile (object *who) 3134stand_near_hostile (object *who)
3604{ 3135{
3605 object *tmp = NULL; 3136 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3138 maptile *m;
3608 sint16 x, y; 3139 sint16 x, y;
3609 3140
3610 if (!who) 3141 if (!who)
3611 return 0; 3142 return 0;
3612 3143
3629 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3630 continue; 3161 continue;
3631 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)))
3632 continue; 3163 continue;
3633 3164
3634 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)
3635 { 3166 {
3636 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))
3637 return 1; 3168 return 1;
3638 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3639 { 3170 {
3669 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3670 { 3201 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3203 return -1;
3673 } 3204 }
3205
3674 if (!pl || !op) 3206 if (!pl || !op)
3675 return 0; 3207 return 0;
3676 3208
3677 if (op->head)
3678 {
3679 op = op->head; 3209 op = op->head_ ();
3680 } 3210
3681 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3682 3212
3683 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3214 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3686 * a blocked los square. 3216 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3688 */ 3218 */
3689 while (op) 3219 while (op)
3690 { 3220 {
3691 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3693 3223
3694 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3695 * 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
3696 * for any meaningful values. 3226 * for any meaningful values.
3697 */ 3227 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !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)])
3701 return 1; 3231 return 1;
3702 op = op->more; 3232 op = op->more;
3703 } 3233 }
3704 return 0; 3234 return 0;
3705} 3235}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3333 int i = 0, j = 0;
3804 3334
3805 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3814 3344
3815 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3816 return; 3346 return;
3817 3347
3818 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++);
3819 3349
3820 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3821 { 3351 {
3822 /* 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]); */
3823 return; 3353 return;
3824 } 3354 }
3825 3355
3826 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3357 item = tr->item;
3828 3358
3829 if (item->type == SPELL) 3359 if (item->type == SPELL)
3830 { 3360 {
3831 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3832 return; 3362 return;
3891 { 3421 {
3892 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3423 object *skin;
3894 3424
3895 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 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
3897 if (skin == NULL) 3430 if (!skin)
3898 return; 3431 return;
3899 3432
3900 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3435 {
3947 * not readied. 3480 * not readied.
3948 */ 3481 */
3949void 3482void
3950player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3951{ 3484{
3952 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3953 3487
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3955 { 3489 pl->combat_ob = 0;
3490
3956 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3957 { 3492 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 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}

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