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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (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
319/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
321 * mode. 379 * mode.
322 */ 380 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 381player *
382player::create ()
383{
384 player *pl = new player;
328 385
329 p = get_player (NULL); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 387
333 if (p->socket.faces_sent == NULL) 388 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
335 391
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 392 set_first_map (pl->ob);
343 393
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 394 return pl;
352} 395}
353 396
354/* 397/*
355 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
358 */ 401 */
359archetype * 402archetype *
360get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
361{ 404{
362 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 406
364 for (;;) 407 for (;;)
365 { 408 {
366 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
367 at = first_archetype; 410 i = archetypes.begin ();
368 else 411 else if (*i == at)
369 at = at->next; 412 cleanup ("not a single player archetype found");
413
370 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
371 return at; 415 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 416 }
378} 417}
379
380 418
381object * 419object *
382get_nearest_player (object *mon) 420get_nearest_player (object *mon)
383{ 421{
384 object *op = NULL; 422 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 423 objectlink *ol;
387 unsigned lastdist; 424 unsigned lastdist;
388 rv_vector rv; 425 rv_vector rv;
389 426
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 428 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 436 object *tmp = ol->ob;
400 437
401 /* 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
402 * itself will have been cleared. 439 * itself will have been cleared.
403 */ 440 */
404 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 ());
405 ol = ol->next; 443 ol = ol->next;
406 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
407 if (!ol) 445 if (!ol)
408 return op; 446 return op;
409 } 447 }
422 { 460 {
423 op = ol->ob; 461 op = ol->ob;
424 lastdist = rv.distance; 462 lastdist = rv.distance;
425 } 463 }
426 } 464 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 465
428 { 466 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
433 { 469 {
434 op = pl->ob; 470 op = pl->ob;
435 lastdist = rv.distance; 471 lastdist = rv.distance;
436 } 472 }
437 } 473
438 }
439#if 0 474#if 0
440 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)");
441#endif 476#endif
442 return op; 477 return op;
443} 478}
461 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 498 * is probably not a good thing.
464 */ 499 */
465#define MAX_SPACES 50 500#define MAX_SPACES 50
466
467 501
468/* 502/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 536 x = mon->x;
503 y = mon->y; 537 y = mon->y;
504 m = mon->map; 538 m = mon->map;
505 dir = rv.direction; 539 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 544 if (diff > max)
510 return 0; 545 return 0;
546
511 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
512 { 548 {
513 lastx = x; 549 lastx = x;
514 lasty = y; 550 lasty = y;
515 lastmap = m; 551 lastmap = m;
597 max--; 633 max--;
598 lastdir = dir; 634 lastdir = dir;
599 if (!firstdir) 635 if (!firstdir)
600 firstdir = dir; 636 firstdir = dir;
601 } 637 }
638
602 if (diff <= 1) 639 if (diff <= 1)
603 { 640 {
604 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 642 * headed toward player for entire distance.
606 */ 643 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 646 }
647
610 if (diff > max) 648 if (diff > max)
611 return 0; 649 return 0;
612 } 650 }
651
613 /* 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 */
614 if (!max) 653 if (!max)
615 return 0; 654 return 0;
616 655
617 return firstdir; 656 return firstdir;
710 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
711 link_player_skills (pl); 750 link_player_skills (pl);
712} 751}
713 752
714void 753void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
799{ 755{
800 if (party == NULL) 756 if (party == NULL)
801 { 757 {
802 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);
803 return; 759 return;
804 } 760 }
761
805 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
808 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:");
809} 766}
810
811 767
812/* 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. */
813int 769static int
814roll_stat (void) 770roll_stat (void)
815{ 771{
816 int a[4], i, j, k; 772 int a[4], i, j, k;
817 773
818 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
820 776
821 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 778 if (a[i] < k)
823 k = a[i], j = i; 779 k = a[i], j = i;
824 780
825 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 782 if (i != j)
828 k += a[i]; 783 k += a[i];
829 } 784
830 return k; 785 return k;
831} 786}
832 787
833void 788void
834roll_stats (object *op) 789object::roll_stats ()
835{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
836 int sum = 0; 795 int sum = 0;
837 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
839 798
840 do 799 if (sum >= 82 && sum <= 116)
800 break;
841 { 801 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 802
853 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 805
862 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
863 do 807 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 808
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 809 stats.exp = 0;
898 op->stats.ac = 0; 810 stats.ac = 0;
899 811
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
909} 824}
910 825
911void 826void
912Roll_Again (object *op) 827object::swap_stats (int a, int b)
913{ 828{
914 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 830
919void 831 for (int i = 0; i < NUM_STATS; ++i)
920Swap_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)
921{ 858{
922 signed char tmp;
923 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
924 860
925 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 865}
1040 866
1041/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1045 * not the class. 871 * not the class.
1046 */ 872 */
1047 873void
1048int 874player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 875{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1067 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1069 885
1070 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1071 887
1072 if (op->msg) 888 if (ob->msg)
1073 op->msg = NULL; 889 ob->msg = 0;
1074 890
1075 /* 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
1076 * to save here. 892 * to save here.
1077 */ 893 */
894 {
895 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1080 899
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 900 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 903 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1089 fix_player (op); 905 ob->update_stats ();
1090 906
1091 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1092 * is one for this race 908 * is one for this race
1093 */ 909 */
1094 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1095 { 911 {
1096 object *tmp; 912 object *tmp;
1097 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1098 914
1099 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);
1100 tmp = object::create (); 916 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1104 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;
1105 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1106 * default initial map */ 922 * default initial map */
1107 tmp->destroy (); 923 tmp->destroy ();
1108 } 924 }
1109 else 925 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 927}
1113 return 0;
1114 }
1115 928
929void
930player::chargen_race_next ()
931{
1116 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1118 */ 934 */
1119 935
1120 tmp_loop = 0; 936 do
1121 while (!tmp_loop)
1122 { 937 {
1123 shstr name = op->name; 938 shstr name = ob->name;
1124 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1125 940
1126 remove_statbonus (op); 941 ob->remove_statbonus ();
1127 op->remove (); 942 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1130 op->instantiate (); 945 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1133 op->x = x; 948 ob->x = x;
1134 op->y = y; 949 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 953 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 954 }
955 while (!allowed_class (ob));
1141 956
1142 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 959 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 962 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 963}
1204 964
1205void 965void
1206flee_player (object *op) 966flee_player (object *op)
1207{ 967{
1237 { 997 {
1238 op->enemy = NULL; 998 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1000 return;
1241 } 1001 }
1002
1242 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1243 1004
1244 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1246 { 1007 {
1247 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1248 1009
1249 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)))
1250 {
1251 return; 1011 return;
1252 }
1253 } 1012 }
1013
1254 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1016 op->enemy = NULL;
1257} 1017}
1258 1018
1259
1260/* 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.
1261 * 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
1262 * stop. 1021 * stop.
1263 */ 1022 */
1264int 1023int
1265check_pick (object *op) 1024check_pick (object *op)
1266{ 1025{
1267 object *tmp, *next; 1026 object *tmp, *next;
1268 int stop = 0; 1027 int stop = 0;
1269 int j, k, wvratio; 1028 int wvratio;
1270 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1271 1030
1272 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1274 return 1; 1033 return 1;
1275 1034
1343 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &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))));
1346 else 1105 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &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
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1110 }
1111
1380 /* philosophy: 1112 /* philosophy:
1381 * 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
1382 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1384 * 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
1385 * example. 1117 * example.
1386 * 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
1387 * 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
1388 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1573 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1575 { 1307 {
1576 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1577 { 1309 {
1578 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 &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1580 { 1312 {
1581 pick_up (op, tmp); 1313 pick_up (op, tmp);
1582 continue; 1314 continue;
1583 } 1315 }
1584 } 1316 }
1585 1317
1586 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1587 { 1319 {
1588 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)
1589 { 1321 {
1590 pick_up (op, tmp); 1322 pick_up (op, tmp);
1591 continue; 1323 continue;
1592 } 1324 }
1593 } 1325 }
1618 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1619 { 1351 {
1620 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1621 } 1353 }
1622 else 1354 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1625 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))));
1626#endif 1358#endif
1627 continue; 1359 continue;
1628 } 1360 }
1639 * found object is returned. 1371 * found object is returned.
1640 */ 1372 */
1641object * 1373object *
1642find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1643{ 1375{
1644 object *tmp = NULL; 1376 object *tmp = 0;
1645 1377
1646 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1647 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))
1648 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1650 return op; 1382 return op;
1383
1651 return tmp; 1384 return tmp;
1652} 1385}
1653 1386
1654/* 1387/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1392 */
1660
1661object * 1393object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1395{
1664 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1698 else 1430 else
1699 { 1431 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1433 {
1702 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 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)
1705 { 1437 {
1706 tmp = arrow; 1438 tmp = arrow;
1707 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;
1708 } 1440 }
1709 } 1441 }
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1443 {
1712 tmp = arrow; 1444 tmp = arrow;
1731 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1464 * op = the shooter
1733 * type = bow->race 1465 * type = bow->race
1734 * dir = fire direction 1466 * dir = fire direction
1735 */ 1467 */
1736
1737object * 1468object *
1738pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1739{ 1470{
1740 object *tmp = NULL; 1471 object *tmp = NULL;
1741 maptile *m; 1472 maptile *m;
1806 */ 1537 */
1807int 1538int
1808fire_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)
1809{ 1540{
1810 object *left, *bow; 1541 object *left, *bow;
1811 int bowspeed, mflags; 1542 int mflags;
1812 maptile *m; 1543 maptile *m;
1813 1544
1814 if (!dir) 1545 if (!dir)
1815 { 1546 {
1816 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!");
1817 return 0; 1548 return 0;
1818 } 1549 }
1819 if (op->type == PLAYER) 1550
1820 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1821 else 1553 else
1822 { 1554 {
1823 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1824 /* 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
1825 * 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.
1830 if (!bow) 1562 if (!bow)
1831 { 1563 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1565 return 0;
1834 } 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
1835 } 1575 }
1576
1836 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1837 { 1578 {
1838 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);
1839 return 0; 1580 return 0;
1840 } 1581 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1582
1850 if (arrow == NULL) 1583 if (arrow == NULL)
1851 { 1584 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1586 {
1854 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1855 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);
1856 /* 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 */
1857 else 1590 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1859 return 0; 1593 return 0;
1860 } 1594 }
1861 } 1595 }
1596
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1599 return 0;
1866 } 1600
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1602 {
1869 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.");
1870 return 0; 1604 return 0;
1871 } 1605 }
1877 return 0; 1611 return 0;
1878 } 1612 }
1879 1613
1880 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1616 if (!arrow)
1883 { 1617 {
1884 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);
1885 return 0; 1619 return 0;
1886 } 1620 }
1621
1887 arrow->set_owner (op); 1622 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1624 arrow->direction = dir;
1891 arrow->x = sx; 1625
1892 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;
1893 1658
1894 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1895 { 1660 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 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;
1929 } 1668 }
1930 else 1669 else
1931 { 1670 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1671 arrow->level = op->level;
1934 } 1672 arrow->stats.wc -= bow->magic;
1935 1673
1936 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1937 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1938 1679
1939 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1682
1942 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1686
1946 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);
1947 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1948 1689
1949 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1691 move_arrow (arrow);
1951 1692
1952 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1972{ 1713{
1973 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1974 1715
1975 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1976 { 1717 {
1977 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);
1978 } 1719 }
1979 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)
1980 { 1721 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1723 wcmod = -1;
1724
1983 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);
1984 } 1726 }
1985 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1986 { 1728 {
1987 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);
1991 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1734 {
1993 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);
1994 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);
1995 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);
1996
1997 } 1738 }
1998 else 1739 else
1999 { 1740 {
2000 /* Simple case */ 1741 /* Simple case */
2001 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);
2002 } 1743 }
1744
2003 return ret; 1745 return ret;
2004} 1746}
2005
2006 1747
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2009 */ 1750 */
2010void 1751void
2011fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2012{ 1753{
2013 object *item; 1754 object *item = op->contr->ranged_ob;
2014 1755
2015 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2016 { 1757 {
2017 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.");
2018 return; 1759 return;
2019 } 1760 }
2020 1761
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1762 if (!item->inv)
2023 { 1763 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1765 return;
2026 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2027 if (item->type == WAND) 1771 if (item->type == WAND)
2028 { 1772 {
2029 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2030 { 1774 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032 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
2033 return; 1778 return;
2034 } 1779 }
2035 } 1780 }
2036 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2037 { 1782 {
2038 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))
2039 { 1784 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2041 if (item->type == ROD) 1787 if (item->type == ROD)
2042 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));
2043 else 1789 else
2044 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
2045 return; 1792 return;
2046 } 1793 }
2047 } 1794 }
2048 1795
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2056 object *tmp; 1803 object *tmp;
2057 1804
2058 if (item->arch) 1805 if (item->arch)
2059 { 1806 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2062 item->speed = 0; 1809 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1810 }
1811
2065 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1814 }
2068 } 1815 }
2069 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1817 drain_rod_charge (item);
2072 }
2073 } 1818 }
2074} 1819}
2075 1820
2076/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2077 */ 1822 */
2078void 1823bool
2079fire (object *op, int dir) 1824fire (object *op, int dir)
2080{ 1825{
2081 int spellcost = 0; 1826 int spellcost = 0;
2082 1827
2083 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2085 make_visible (op); 1830 make_visible (op);
2086 1831
2087 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;
2088 { 1838 }
2089 case range_none:
2090 return;
2091 1839
2092 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:
2093 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2094 return; 1857 break;
2095 1858
2096 case range_magic: /* Casting spells */ 1859 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2098 return; 1861 break;
2099 1862
2100 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2101 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2102 return; 1873 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1874 }
2130}
2131 1875
2132 1876 return true;
1877}
2133 1878
2134/* find_key 1879/* find_key
2135 * 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
2136 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1884 * pl is the player,
2140 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2143 */ 1888 */
2144
2145object * 1889object *
2146find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2147{ 1891{
2148 object *tmp, *key; 1892 object *tmp, *key;
2149 1893
2150 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1895 if (!container->inv)
2152 return NULL; 1896 return 0;
2153 1897
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1900 {
2157 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1902 break;
2159 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2161 */ 1905 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1907 break;
2164 } 1908 }
1909
2165 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1913 * a key, return
2169 */ 1914 */
2170 if (!tmp) 1915 if (!tmp)
2171 { 1916 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1918 {
2174 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1921 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2178 return key; 1923 return key;
2179 } 1924 }
2180 } 1925 }
1926
2181 if (!tmp) 1927 if (!tmp)
2182 return NULL; 1928 return NULL;
2183 } 1929 }
1930
2184 /* 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,
2185 * see if we actually want to use it 1932 * see if we actually want to use it
2186 */ 1933 */
2187 if (pl != container) 1934 if (pl != container)
2188 { 1935 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "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));
2211 return NULL; 1958 return NULL;
2212 } 1959 }
2213 } 1960 }
1961
2214 return tmp; 1962 return tmp;
2215} 1963}
2216 1964
2217/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1968 * 0 otherwise
2221 */ 1969 */
2222static int 1970static int
2223player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2224{ 1972{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2229 */ 1976 */
2230 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2231 1978
2232 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2233 if (key) 1980 if (key)
2234 { 1981 {
2235 object *container = key->env; 1982 object *container = key->env;
2236 1983
2237 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
2238 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2239 make_visible (op); 1987 make_visible (op);
1988
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2242 if (door->type == DOOR) 1992 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2247 { 1995 {
2248 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));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1998 }
1999
2251 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2254 if (container != op) 2003 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2256 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2257 } 2007 }
2258 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2259 { 2009 {
2260 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2012 return 1;
2263 } 2013 }
2014
2264 return 0; 2015 return 0;
2265} 2016}
2266 2017
2267/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2272 */ 2023 */
2273 2024bool
2274void
2275move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2276{ 2026{
2277 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2027 int on_battleground;
2280 maptile *m;
2281 2028
2282 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2284 2031
2285 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 }
2286 2042
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2291 * 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
2292 * 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
2293 * 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
2294 * move_ob uses. 2050 * move_ob uses.
2295 */ 2051 */
2296 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);
2297 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2300 m = get_map_from_coord (op->map, &nx, &ny);
2301 if (!m)
2302 return; /* Don't think this should happen */
2303 }
2304 else
2305 m = op->map;
2306 2053
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return;
2311 }
2312
2313 mon = NULL;
2314 /* 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
2315 * 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.
2316 * 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
2317 * on the space 2057 * on the space
2318 */ 2058 */
2319 while (tmp != NULL) 2059 object *mon;
2320 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2321 if (tmp == op) 2061 {
2322 { 2062 if ((mon->flag [FLAG_ALIVE]
2323 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2324 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp; 2065 && mon != op)
2330 break; 2066 break;
2331 } 2067 }
2332 2068
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2070 return false; /* into a wall */
2341 2071
2342 if (mon->head != NULL)
2343 mon = mon->head; 2072 mon = mon->head_ ();
2344 2073
2345 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)
2346 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2347 return; 2079 return true;
2080 }
2348 2081
2349 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them. 2087 * and thus will not push them.
2355 */ 2088 */
2356 2089
2357 /* 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
2358 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2360 */ 2093 */
2361 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2366#else
2367 && mon->owner == op 2097 || mon->owner == op)
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2099 {
2371 /* 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 */
2372 if (op->contr->braced) 2101 if (op->contr->braced)
2373 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2374 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);
2375 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2376 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2112 make_visible (op);
2113
2378 return; 2114 return true;
2379 } 2115 }
2116 else
2117 return false;
2118 }
2380 2119
2381 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2383 * 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
2384 * attack them either. 2123 * attack them either.
2385 */ 2124 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2387 (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))
2388#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2389 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2129 && !on_battleground))
2391 && mon->contr-> 2130 {
2392 peaceful)) && 2131 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2132 {
2133 --op->speed_left;
2134
2398 if (!op->contr->braced) 2135 if (!op->contr->braced)
2399 { 2136 {
2400 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);
2401 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2402 } 2139 }
2403 else 2140 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2142
2407 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2144 make_visible (op);
2409 }
2410 2145
2146 return true;
2147 }
2148 }
2411 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2412 * 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.
2413 */ 2151 */
2414 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)
2415 { 2155 {
2156 --op->speed_left;
2157
2416 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2418 make_visible (op); 2160 make_visible (op);
2419 }
2420 2161
2162 return true;
2163 }
2164 }
2421 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2422 * 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
2423 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2424 * 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
2425 * 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.
2426 */ 2170 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((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)))
2430 { 2173 {
2431 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2175 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2440 2177
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2445 2179
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2460 make_visible (op); 2181 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2182
2465int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2466move_player (object *op, int dir) 2191move_player (object *op, int dir)
2467{ 2192{
2468 int pick; 2193 int pick;
2469 2194
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2196 return 0;
2472 2197
2473 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2475 { 2200 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2202 return 0;
2478 } 2203 }
2479 2204
2480 /* peterm: added following line */ 2205 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2208
2484 op->facing = dir; 2209 op->facing = dir;
2485 2210
2486 if (op->hide) 2211 if (op->hide)
2487 do_hidden_move (op); 2212 do_hidden_move (op);
2488 2213
2214 bool retval;
2215
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2217 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2492 fire (op, dir); 2219 retval = fire (op, dir);
2493 else 2220 else
2494 { 2221 {
2495 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2223 pick = check_pick (op);
2497 } 2224 }
2498 2225
2499 /* 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
2500 * server can handle repeat firing. 2227 * server can handle repeat firing.
2501 */ 2228 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2230 op->direction = dir;
2505 }
2506 else 2231 else
2507 {
2508 op->direction = 0; 2232 op->direction = 0;
2509 } 2233
2510 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2236 * for players.
2513 */ 2237 */
2514 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2515 return 0; 2239
2240 return retval;
2516} 2241}
2517 2242
2518/* 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
2519 * new client/server stuff. 2244 * new client/server stuff.
2520 * 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
2521 * the new speed values for commands. 2246 * the new speed values for commands.
2522 * 2247 *
2523 * 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.
2524 */ 2251 */
2525int 2252bool
2526handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2527{ 2254{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2256 {
2550 flee_player (op); 2257 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2258 {
2554 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2555 return 0; 2262 return true;
2556 } 2263 }
2264 else
2265 return false;
2557 } 2266 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2267
2567 /* 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
2568 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2270 * called, so we recheck it here.
2570 */ 2271 */
2571 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2273 return true;
2574 2274
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2277
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2278 return false;
2591} 2279}
2592 2280
2593int 2281int
2594save_life (object *op) 2282save_life (object *op)
2595{ 2283{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2285 return 0;
2600 2286
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2289 {
2604 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);
2605 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));
2606 2292
2614 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2615 2301
2616 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2617 op->stats.food = 999; 2303 op->stats.food = 999;
2618 2304
2619 fix_player (op); 2305 op->update_stats ();
2620 return 1; 2306 return 1;
2621 } 2307 }
2308
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2312 return 0;
2626} 2313}
2631 * from. 2318 * from.
2632 */ 2319 */
2633void 2320void
2634remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2635{ 2322{
2636 object *next;
2637
2638 while (op) 2323 while (op)
2639 { 2324 {
2640 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' */
2641 * we remove object 'op' 2326
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2328 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2651 } 2333 }
2652 else if (op->inv) 2334 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2654 op = next; 2337 op = next;
2655 } 2338 }
2656} 2339}
2657
2658 2340
2659/* 2341/*
2660 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2358 else
2677 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2362 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2681 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);
2682 else 2365 else
2683 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
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2369 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2687 { 2371 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2374 strcat (buf2, buf);
2691 } 2375 }
2376
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2695 return buf2; 2381 return buf2;
2696} 2382}
2697
2698
2699 2383
2700void 2384void
2701do_some_living (object *op) 2385do_some_living (object *op)
2702{ 2386{
2703 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2393 int rate_grace = 2000;
2710 const int max_hp = 1; 2394 const int max_hp = 1;
2711 const int max_sp = 1; 2395 const int max_sp = 1;
2712 const int max_grace = 1; 2396 const int max_grace = 1;
2713 2397
2714 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2416
2721 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2722 { 2418 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2423 else
2729 { 2424 {
2730 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2427 }
2428
2733 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2431 else
2736 { 2432 {
2737 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2435 }
2436
2740 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2439 else
2743 { 2440 {
2744 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2443 }
2747 2444
2748 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2447 {
2751 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);
2752 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2753 { 2450 {
2754 op->stats.sp++; 2451 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2761 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))
2762 op->stats.food = last_food; 2459 op->stats.food = last_food;
2763 } 2460 }
2764 } 2461 }
2462
2765 if (max_sp > 1) 2463 if (max_sp > 1)
2766 { 2464 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2466 if (over_sp > 0)
2769 { 2467 {
2770 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2771 { 2469 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2773 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))
2774 op->stats.sp--; 2473 op->stats.sp--;
2474
2775 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2777 } 2477 }
2778 op->last_sp = 0; 2478 op->last_sp = 0;
2779 } 2479 }
2780 else 2480 else
2781 {
2782 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);
2783 }
2784 } 2482 }
2785 else 2483 else
2786 {
2787 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);
2788 }
2789 } 2485 }
2790 2486
2791 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2794 { 2490 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2797 if (max_grace > 1) 2494 if (max_grace > 1)
2798 { 2495 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2497 if (over_grace > 0)
2801 { 2498 {
2829 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2528 op->stats.food = last_food;
2832 } 2529 }
2833 } 2530 }
2531
2834 if (max_hp > 1) 2532 if (max_hp > 1)
2835 { 2533 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2535 if (over_hp > 0)
2838 { 2536 {
2851 } 2549 }
2852 2550
2853 /* Digestion */ 2551 /* Digestion */
2854 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2855 { 2553 {
2856#ifdef COZY_SERVER
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 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;
2861#endif
2862 2555
2863 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2558 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2867 /* dms do not consume food */ 2561 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2563 op->stats.food--;
2870 } 2564 }
2871 }
2872 2565
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2567 {
2875 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2876 2569
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2571 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2882 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2883 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.");
2884 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2579 break;
2887 } 2580 }
2888 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2889 flesh = tmp; 2582 flesh = tmp;
2890 } /* End if paid for object */ 2583 } /* End if paid for object */
2891 } /* end of for loop */ 2584 } /* end of for loop */
2585
2892 /* 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
2893 * eat flesh instead. 2587 * eat flesh instead.
2894 */ 2588 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2590 {
2897 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.");
2898 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2899 } 2593 }
2900 } /* end if player is starving */ 2594 }
2901 2595
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2904 2598
2905 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))
2906 kill_player (op); 2600 kill_player (op);
2601 }
2907} 2602}
2908
2909
2910 2603
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2607 * file.
2944 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!");
2945 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...");
2946 2639
2947 /* restore player */ 2640 /* restore player */
2948 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2643 {
2952 tmp->destroy (); 2644 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2646 }
2955 2647
2956 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2650 {
2960 tmp->destroy (); 2651 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2653 }
2963 2654
2965 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2658 op->stats.food = 999;
2968 2659
2969 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2662 {
2973 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2664 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2976 " 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",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2668 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2672 }
2984 2673
2985 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2676 op->contr->braced = 0;
2992 2681
2993 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2994 2683
2995 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2996 { 2685 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3006 } 2688 }
3007 else 2689 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3017 } 2691
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2693
3020 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3021 x = op->x; 2695 x = op->x;
3022 y = op->y; 2696 y = op->y;
3023 map = op->map; 2697 map = op->map;
3024 2698
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * 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.
3030 * 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.
3031 */ 2702 */
3032 2703
3033 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2706 * of death.
3036 */ 2707 */
3037#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3039 { 2710 {
3040 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3041 /* 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
3042 more if they do. */ 2713 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2716 little bit harder. */
3046 /* GD */ 2717 /* GD */
3047 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2719 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2720 else
3053 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3054 num_stats_lose = 1; 2724 num_stats_lose = 1;
3055 } 2725
3056 lost_a_stat = 0; 2726 lost_a_stat = 0;
3057 2727
3058 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3059 { 2729 {
3060 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3061 2731
3062 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)
3063 { 2752 {
3064 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3065 * what he lost. 2754 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2755 }
3074 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3075 { 2758 {
3076 /* deplete a stat */ 2759 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3078 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3079 2762 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2763 {
3083 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3085 } 2766
3086 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 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)
3093 { 2773 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2774 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2776 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2777 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2778 else
3128 if (this_stat >= -50)
3129 { 2779 {
3130 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 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"); */
3135 } 2785 }
3136 } 2786 }
3137 } 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 }
3138 } 2806 }
2807 }
2808 }
3139 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2810 if (!lost_a_stat)
3141 { 2811 {
3142 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3145 2815
3146 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3147 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);
3148 else 2818 else
3149 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.");
3150 } 2820 }
3151#else 2821#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2823#endif
3154 2824
3155 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2826 * exp loss on the stone.
3157 */ 2827 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2830 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3163 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);
3164 tmp->msg = buf; 2834 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2837
3168 /**************************************/ 2838 /**************************************/
3169 /* */ 2839 /* */
3170 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3173 /* */ 2843 /* */
3174 /**************************************/ 2844 /**************************************/
3175 2845
3176 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2847 /* restore player */
3178 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3180 2850
3181 if (tmp) 2851 if (tmp)
3182 { 2852 {
3183 tmp->destroy (); 2853 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2855 }
3186 2856
3187 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2859 if (tmp)
3190 { 2860 {
3191 tmp->destroy (); 2861 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2863 }
3194 2864
3195 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3196 2866
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3200 op->stats.food = 900; 2870 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2874
3205 /* 2875 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3208 * in the map. 2878 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3213 2880
3214 /****************************************/ 2881 /****************************************/
3215 /* */ 2882 /* */
3216 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3218 /* */ 2885 /* */
3219 /****************************************/ 2886 /****************************************/
3220 2887
3221 enter_player_savebed (op); 2888 enter_player_savebed (op);
3222 2889
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2890 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2891
3229 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2895 * on the space that might harm the player.
3233 */ 2896 */
3234 will_kill_again = 0; 2897 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3238 2901
3239 if (will_kill_again) 2902 if (will_kill_again)
3240 { 2903 {
3241 object *force; 2904 object *force;
3242 int at; 2905 int at;
3243 2906
3244 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2909 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2914 force->resist[at] = 100;
3252 2915
3253 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3254 fix_player (op); 2917 op->update_stats ();
3255 2918
3256 } 2919 }
3257 2920
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2922}
3327
3328 2923
3329void 2924void
3330loot_object (object *op) 2925loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3333 2928
3334 if (op->container) 2929 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2930
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3340 { 2932 {
3341 next = tmp->below; 2933 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3343 continue; 2936 continue;
2937
3344 tmp->remove (); 2938 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3346 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2943
3349 }
3350 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))))
3351 { 2945 {
3352 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3353 { 2947 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2949 tmp2->destroy ();
3366/* 2960/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2963 * was changed.
3370 */ 2964 */
3371
3372void 2965void
3373fix_weight (void) 2966fix_weight (void)
3374{ 2967{
3375 player *pl; 2968 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2969 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2971
3381 if (old == sum) 2972 if (old == sum)
3382 continue; 2973 continue;
3383 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3384 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);
3385 } 2976 }
3386} 2977}
3387 2978
3388void 2979void
3389fix_luck (void) 2980fix_luck (void)
3390{ 2981{
3391 player *pl; 2982 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3396} 2985}
3397
3398 2986
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3402 */ 2990 */
3403
3404void 2991void
3405cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3406{ 2993{
3407 object *skop, *spob; 2994 object *skop, *spob;
3408 2995
3442 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3443 { 3030 {
3444 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3446 } 3033 }
3034
3447 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3448} 3036}
3449 3037
3450int 3038int
3451is_true_undead (object *op) 3039is_true_undead (object *op)
3452{ 3040{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 3042 return 1;
3457 3043
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3044 return 0;
3464} 3045}
3465 3046
3466/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3509/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 3094 */
3514
3515void 3095void
3516do_hidden_move (object *op) 3096do_hidden_move (object *op)
3517{ 3097{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3519 object *skop; 3099 object *skop;
3523 3103
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3105
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3530 { 3109 {
3531 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!");
3532 make_visible (op); 3111 make_visible (op);
3533 return; 3112 return;
3534 } 3113 }
3535 else 3114 else
3536 num += 20; 3115 num += 20;
3537 } 3116
3538 num += op->map->difficulty; 3117 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3119 num -= hide;
3120
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3122 {
3543 make_visible (op); 3123 make_visible (op);
3544 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3545 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!");
3546 } 3126 }
3547 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 3129}
3552 3130
3553/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3554 3132
3555int 3133int
3582 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3583 continue; 3161 continue;
3584 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)))
3585 continue; 3163 continue;
3586 3164
3587 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)
3588 { 3166 {
3589 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))
3590 return 1; 3168 return 1;
3591 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3592 { 3170 {
3622 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3623 { 3201 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3203 return -1;
3626 } 3204 }
3205
3627 if (!pl || !op) 3206 if (!pl || !op)
3628 return 0; 3207 return 0;
3629 3208
3630 if (op->head)
3631 {
3632 op = op->head; 3209 op = op->head_ ();
3633 } 3210
3634 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3635 3212
3636 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3214 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3639 * a blocked los square. 3216 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3641 */ 3218 */
3642 while (op) 3219 while (op)
3643 { 3220 {
3644 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3646 3223
3647 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3648 * 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
3649 * for any meaningful values. 3226 * for any meaningful values.
3650 */ 3227 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !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)])
3654 return 1; 3231 return 1;
3655 op = op->more; 3232 op = op->more;
3656 } 3233 }
3657 return 0; 3234 return 0;
3658} 3235}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3333 int i = 0, j = 0;
3757 3334
3758 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3767 3344
3768 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3769 return; 3346 return;
3770 3347
3771 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++);
3772 3349
3773 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3774 { 3351 {
3775 /* 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]); */
3776 return; 3353 return;
3777 } 3354 }
3778 3355
3779 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3357 item = tr->item;
3781 3358
3782 if (item->type == SPELL) 3359 if (item->type == SPELL)
3783 { 3360 {
3784 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3785 return; 3362 return;
3844 { 3421 {
3845 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3423 object *skin;
3847 3424
3848 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 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
3850 if (skin == NULL) 3430 if (!skin)
3851 return; 3431 return;
3852 3432
3853 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3435 {
3900 * not readied. 3480 * not readied.
3901 */ 3481 */
3902void 3482void
3903player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3904{ 3484{
3905 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3906 3487
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3908 { 3489 pl->combat_ob = 0;
3490
3909 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3910 { 3492 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 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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