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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 392 set_first_map (pl->ob);
344 393
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 394 return pl;
353} 395}
354 396
355/* 397/*
356 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
359 */ 401 */
360archetype * 402archetype *
361get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
362{ 404{
363 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 406
365 for (;;) 407 for (;;)
366 { 408 {
367 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
368 at = first_archetype; 410 i = archetypes.begin ();
369 else 411 else if (*i == at)
370 at = at->next; 412 cleanup ("not a single player archetype found");
413
371 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
372 return at; 415 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 416 }
379} 417}
380
381 418
382object * 419object *
383get_nearest_player (object *mon) 420get_nearest_player (object *mon)
384{ 421{
385 object *op = NULL; 422 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 423 objectlink *ol;
388 unsigned lastdist; 424 unsigned lastdist;
389 rv_vector rv; 425 rv_vector rv;
390 426
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 428 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 436 object *tmp = ol->ob;
401 437
402 /* 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
403 * itself will have been cleared. 439 * itself will have been cleared.
404 */ 440 */
405 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 ());
406 ol = ol->next; 443 ol = ol->next;
407 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
408 if (!ol) 445 if (!ol)
409 return op; 446 return op;
410 } 447 }
423 { 460 {
424 op = ol->ob; 461 op = ol->ob;
425 lastdist = rv.distance; 462 lastdist = rv.distance;
426 } 463 }
427 } 464 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 465
429 { 466 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
434 { 469 {
435 op = pl->ob; 470 op = pl->ob;
436 lastdist = rv.distance; 471 lastdist = rv.distance;
437 } 472 }
438 } 473
439 }
440#if 0 474#if 0
441 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)");
442#endif 476#endif
443 return op; 477 return op;
444} 478}
462 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 498 * is probably not a good thing.
465 */ 499 */
466#define MAX_SPACES 50 500#define MAX_SPACES 50
467
468 501
469/* 502/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 536 x = mon->x;
504 y = mon->y; 537 y = mon->y;
505 m = mon->map; 538 m = mon->map;
506 dir = rv.direction; 539 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 544 if (diff > max)
511 return 0; 545 return 0;
546
512 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
513 { 548 {
514 lastx = x; 549 lastx = x;
515 lasty = y; 550 lasty = y;
516 lastmap = m; 551 lastmap = m;
598 max--; 633 max--;
599 lastdir = dir; 634 lastdir = dir;
600 if (!firstdir) 635 if (!firstdir)
601 firstdir = dir; 636 firstdir = dir;
602 } 637 }
638
603 if (diff <= 1) 639 if (diff <= 1)
604 { 640 {
605 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 642 * headed toward player for entire distance.
607 */ 643 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 646 }
647
611 if (diff > max) 648 if (diff > max)
612 return 0; 649 return 0;
613 } 650 }
651
614 /* 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 */
615 if (!max) 653 if (!max)
616 return 0; 654 return 0;
617 655
618 return firstdir; 656 return firstdir;
711 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
712 link_player_skills (pl); 750 link_player_skills (pl);
713} 751}
714 752
715void 753void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
800{ 755{
801 if (party == NULL) 756 if (party == NULL)
802 { 757 {
803 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);
804 return; 759 return;
805 } 760 }
761
806 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
809 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:");
810} 766}
811
812 767
813/* 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. */
814int 769static int
815roll_stat (void) 770roll_stat (void)
816{ 771{
817 int a[4], i, j, k; 772 int a[4], i, j, k;
818 773
819 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
821 776
822 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 778 if (a[i] < k)
824 k = a[i], j = i; 779 k = a[i], j = i;
825 780
826 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 782 if (i != j)
829 k += a[i]; 783 k += a[i];
830 } 784
831 return k; 785 return k;
832} 786}
833 787
834void 788void
835roll_stats (object *op) 789object::roll_stats ()
836{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
837 int sum = 0; 795 int sum = 0;
838 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
840 798
841 do 799 if (sum >= 82 && sum <= 116)
800 break;
842 { 801 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 802
854 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 805
863 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
864 do 807 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 808
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 809 stats.exp = 0;
899 op->stats.ac = 0; 810 stats.ac = 0;
900 811
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
910} 824}
911 825
912void 826void
913Roll_Again (object *op) 827object::swap_stats (int a, int b)
914{ 828{
915 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 830
920void 831 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048 873void
1049int 874player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1068 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1070 885
1071 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1072 887
1073 if (op->msg) 888 if (ob->msg)
1074 op->msg = NULL; 889 ob->msg = 0;
1075 890
1076 /* 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
1077 * to save here. 892 * to save here.
1078 */ 893 */
894 {
895 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 903 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1090 fix_player (op); 905 ob->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 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);
1101 tmp = object::create (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 tmp->destroy (); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927}
1114 return 0;
1115 }
1116 928
929void
930player::chargen_race_next ()
931{
1117 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1119 */ 934 */
1120 935
1121 tmp_loop = 0; 936 do
1122 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = ob->name;
1125 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1126 940
1127 remove_statbonus (op); 941 ob->remove_statbonus ();
1128 op->remove (); 942 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1131 op->instantiate (); 945 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1134 op->x = x; 948 ob->x = x;
1135 op->y = y; 949 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 953 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 954 }
955 while (!allowed_class (ob));
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 959 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 962 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 963}
1205 964
1206void 965void
1207flee_player (object *op) 966flee_player (object *op)
1208{ 967{
1238 { 997 {
1239 op->enemy = NULL; 998 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1000 return;
1242 } 1001 }
1002
1243 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1244 1004
1245 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1247 { 1007 {
1248 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1249 1009
1250 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)))
1251 {
1252 return; 1011 return;
1253 }
1254 } 1012 }
1013
1255 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1016 op->enemy = NULL;
1258} 1017}
1259 1018
1260
1261/* 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.
1262 * 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
1263 * stop. 1021 * stop.
1264 */ 1022 */
1265int 1023int
1266check_pick (object *op) 1024check_pick (object *op)
1267{ 1025{
1268 object *tmp, *next; 1026 object *tmp, *next;
1269 int stop = 0; 1027 int stop = 0;
1270 int j, k, wvratio; 1028 int wvratio;
1271 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1272 1030
1273 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1275 return 1; 1033 return 1;
1276 1034
1344 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1105 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1110 }
1111
1381 /* philosophy: 1112 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1117 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1574 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1575 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1576 { 1307 {
1577 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1578 { 1309 {
1579 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 &&
1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1581 { 1312 {
1582 pick_up (op, tmp); 1313 pick_up (op, tmp);
1583 continue; 1314 continue;
1584 } 1315 }
1585 } 1316 }
1586 1317
1587 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1588 { 1319 {
1589 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)
1590 { 1321 {
1591 pick_up (op, tmp); 1322 pick_up (op, tmp);
1592 continue; 1323 continue;
1593 } 1324 }
1594 } 1325 }
1619 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1620 { 1351 {
1621 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1622 } 1353 }
1623 else 1354 else
1624 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1625 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1626 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))));
1627#endif 1358#endif
1628 continue; 1359 continue;
1629 } 1360 }
1640 * found object is returned. 1371 * found object is returned.
1641 */ 1372 */
1642object * 1373object *
1643find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1644{ 1375{
1645 object *tmp = NULL; 1376 object *tmp = 0;
1646 1377
1647 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1651 return op; 1382 return op;
1383
1652 return tmp; 1384 return tmp;
1653} 1385}
1654 1386
1655/* 1387/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1392 */
1661
1662object * 1393object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1395{
1665 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1699 else 1430 else
1700 { 1431 {
1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 { 1433 {
1703 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1704 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1705 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)
1706 { 1437 {
1707 tmp = arrow; 1438 tmp = arrow;
1708 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;
1709 } 1440 }
1710 } 1441 }
1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712 { 1443 {
1713 tmp = arrow; 1444 tmp = arrow;
1732 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1464 * op = the shooter
1734 * type = bow->race 1465 * type = bow->race
1735 * dir = fire direction 1466 * dir = fire direction
1736 */ 1467 */
1737
1738object * 1468object *
1739pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1740{ 1470{
1741 object *tmp = NULL; 1471 object *tmp = NULL;
1742 maptile *m; 1472 maptile *m;
1807 */ 1537 */
1808int 1538int
1809fire_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)
1810{ 1540{
1811 object *left, *bow; 1541 object *left, *bow;
1812 int bowspeed, mflags; 1542 int mflags;
1813 maptile *m; 1543 maptile *m;
1814 1544
1815 if (!dir) 1545 if (!dir)
1816 { 1546 {
1817 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!");
1818 return 0; 1548 return 0;
1819 } 1549 }
1820 if (op->type == PLAYER) 1550
1821 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1822 else 1553 else
1823 { 1554 {
1824 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1562 if (!bow)
1832 { 1563 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1565 return 0;
1835 } 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
1836 } 1575 }
1576
1837 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1838 { 1578 {
1839 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);
1840 return 0; 1580 return 0;
1841 } 1581 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1582
1851 if (arrow == NULL) 1583 if (arrow == NULL)
1852 { 1584 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1586 {
1855 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1590 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1860 return 0; 1593 return 0;
1861 } 1594 }
1862 } 1595 }
1596
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1599 return 0;
1867 } 1600
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1602 {
1870 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.");
1871 return 0; 1604 return 0;
1872 } 1605 }
1878 return 0; 1611 return 0;
1879 } 1612 }
1880 1613
1881 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1616 if (!arrow)
1884 { 1617 {
1885 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);
1886 return 0; 1619 return 0;
1887 } 1620 }
1621
1888 arrow->set_owner (op); 1622 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1624 arrow->direction = dir;
1892 arrow->x = sx; 1625
1893 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;
1894 1658
1895 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1896 { 1660 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1668 }
1931 else 1669 else
1932 { 1670 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1671 arrow->level = op->level;
1935 } 1672 arrow->stats.wc -= bow->magic;
1936 1673
1937 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1938 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1939 1679
1940 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1682
1943 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1686
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1949 1689
1950 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1691 move_arrow (arrow);
1952 1692
1953 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1973{ 1713{
1974 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1975 1715
1976 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1977 { 1717 {
1978 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);
1979 } 1719 }
1980 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)
1981 { 1721 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1723 wcmod = -1;
1724
1984 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);
1985 } 1726 }
1986 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1987 { 1728 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1734 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1738 }
1999 else 1739 else
2000 { 1740 {
2001 /* Simple case */ 1741 /* Simple case */
2002 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);
2003 } 1743 }
1744
2004 return ret; 1745 return ret;
2005} 1746}
2006
2007 1747
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2010 */ 1750 */
2011void 1751void
2012fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2013{ 1753{
2014 object *item; 1754 object *item = op->contr->ranged_ob;
2015 1755
2016 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2017 { 1757 {
2018 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.");
2019 return; 1759 return;
2020 } 1760 }
2021 1761
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1762 if (!item->inv)
2024 { 1763 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1765 return;
2027 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2028 if (item->type == WAND) 1771 if (item->type == WAND)
2029 { 1772 {
2030 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2031 { 1774 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033 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
2034 return; 1778 return;
2035 } 1779 }
2036 } 1780 }
2037 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2038 { 1782 {
2039 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))
2040 { 1784 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2042 if (item->type == ROD) 1787 if (item->type == ROD)
2043 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));
2044 else 1789 else
2045 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
2046 return; 1792 return;
2047 } 1793 }
2048 } 1794 }
2049 1795
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2057 object *tmp; 1803 object *tmp;
2058 1804
2059 if (item->arch) 1805 if (item->arch)
2060 { 1806 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2063 item->speed = 0; 1809 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1810 }
1811
2066 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1814 }
2069 } 1815 }
2070 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1817 drain_rod_charge (item);
2073 }
2074 } 1818 }
2075} 1819}
2076 1820
2077/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2078 */ 1822 */
2079void 1823bool
2080fire (object *op, int dir) 1824fire (object *op, int dir)
2081{ 1825{
2082 int spellcost = 0; 1826 int spellcost = 0;
2083 1827
2084 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2086 make_visible (op); 1830 make_visible (op);
2087 1831
2088 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;
2089 { 1838 }
2090 case range_none:
2091 return;
2092 1839
2093 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:
2094 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2095 return; 1857 break;
2096 1858
2097 case range_magic: /* Casting spells */ 1859 case SPELL:
2098 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);
2099 return; 1861 break;
2100 1862
2101 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:
2102 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2103 return; 1873 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1874 }
2131}
2132 1875
2133 1876 return true;
1877}
2134 1878
2135/* find_key 1879/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1884 * pl is the player,
2141 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2144 */ 1888 */
2145
2146object * 1889object *
2147find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2148{ 1891{
2149 object *tmp, *key; 1892 object *tmp, *key;
2150 1893
2151 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1895 if (!container->inv)
2153 return NULL; 1896 return 0;
2154 1897
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1900 {
2158 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1902 break;
2160 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2162 */ 1905 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1907 break;
2165 } 1908 }
1909
2166 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1913 * a key, return
2170 */ 1914 */
2171 if (!tmp) 1915 if (!tmp)
2172 { 1916 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1918 {
2175 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1921 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2179 return key; 1923 return key;
2180 } 1924 }
2181 } 1925 }
1926
2182 if (!tmp) 1927 if (!tmp)
2183 return NULL; 1928 return NULL;
2184 } 1929 }
1930
2185 /* 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,
2186 * see if we actually want to use it 1932 * see if we actually want to use it
2187 */ 1933 */
2188 if (pl != container) 1934 if (pl != container)
2189 { 1935 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1958 return NULL;
2213 } 1959 }
2214 } 1960 }
1961
2215 return tmp; 1962 return tmp;
2216} 1963}
2217 1964
2218/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1968 * 0 otherwise
2222 */ 1969 */
2223static int 1970static int
2224player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2225{ 1972{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2230 */ 1976 */
2231 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2232 1978
2233 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2234 if (key) 1980 if (key)
2235 { 1981 {
2236 object *container = key->env; 1982 object *container = key->env;
2237 1983
2238 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
2239 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2240 make_visible (op); 1987 make_visible (op);
1988
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2243 if (door->type == DOOR) 1992 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2248 { 1995 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1998 }
1999
2252 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2255 if (container != op) 2003 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2257 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2258 } 2007 }
2259 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2260 { 2009 {
2261 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2012 return 1;
2264 } 2013 }
2014
2265 return 0; 2015 return 0;
2266} 2016}
2267 2017
2268/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2273 */ 2023 */
2274 2024bool
2275void
2276move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2277{ 2026{
2278 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 2027 int on_battleground;
2281 maptile *m;
2282 2028
2283 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2285 2031
2286 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 }
2287 2042
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2292 * 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
2293 * 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
2294 * 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
2295 * move_ob uses. 2050 * move_ob uses.
2296 */ 2051 */
2297 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);
2298 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 {
2301 m = get_map_from_coord (op->map, &nx, &ny);
2302 if (!m)
2303 return; /* Don't think this should happen */
2304 }
2305 else
2306 m = op->map;
2307 2053
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return;
2312 }
2313
2314 mon = NULL;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2057 * on the space
2319 */ 2058 */
2320 while (tmp != NULL) 2059 object *mon;
2321 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2322 if (tmp == op) 2061 {
2323 { 2062 if ((mon->flag [FLAG_ALIVE]
2324 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2325 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2326 }
2327
2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329 {
2330 mon = tmp; 2065 && mon != op)
2331 break; 2066 break;
2332 } 2067 }
2333 2068
2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335 mon = tmp;
2336
2337 tmp = tmp->above;
2338 }
2339
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2070 return false; /* into a wall */
2342 2071
2343 if (mon->head != NULL)
2344 mon = mon->head; 2072 mon = mon->head_ ();
2345 2073
2346 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)
2347 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2348 return; 2079 return true;
2080 }
2349 2081
2350 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2351 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2352 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2353 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2354 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2355 * and thus will not push them. 2087 * and thus will not push them.
2356 */ 2088 */
2357 2089
2358 /* 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
2359 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2361 */ 2093 */
2362 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2367#else
2368 && mon->owner == op 2097 || mon->owner == op)
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2099 {
2372 /* 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 */
2373 if (op->contr->braced) 2101 if (op->contr->braced)
2374 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2375 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);
2376 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2377 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2112 make_visible (op);
2113
2379 return; 2114 return true;
2380 } 2115 }
2116 else
2117 return false;
2118 }
2381 2119
2382 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2384 * 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
2385 * attack them either. 2123 * attack them either.
2386 */ 2124 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2388 (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))
2389#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2390 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 2129 && !on_battleground))
2392 && mon->contr-> 2130 {
2393 peaceful)) && 2131 if (op->speed_left > 0.f)
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 2132 {
2133 --op->speed_left;
2134
2399 if (!op->contr->braced) 2135 if (!op->contr->braced)
2400 { 2136 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2403 } 2139 }
2404 else 2140 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2142
2408 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2144 make_visible (op);
2410 }
2411 2145
2146 return true;
2147 }
2148 }
2412 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2413 * 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.
2414 */ 2151 */
2415 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)
2416 { 2155 {
2156 --op->speed_left;
2157
2417 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2418 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2419 make_visible (op); 2160 make_visible (op);
2420 }
2421 2161
2162 return true;
2163 }
2164 }
2422 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2423 * 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
2424 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2170 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2173 {
2432 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit)
2439 { 2175 {
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2441 2177
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 }
2444
2445 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2446 2179
2447 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is
2450 * the wiz.
2451 */
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 {
2454 short luck = mon->stats.luck;
2455
2456 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL);
2458 mon->stats.luck = luck;
2459 }
2460 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2461 make_visible (op); 2181 make_visible (op);
2462 }
2463 } /* if player should attack something */
2464}
2465 2182
2466int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2467move_player (object *op, int dir) 2191move_player (object *op, int dir)
2468{ 2192{
2469 int pick; 2193 int pick;
2470 2194
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2196 return 0;
2473 2197
2474 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2476 { 2200 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2202 return 0;
2479 } 2203 }
2480 2204
2481 /* peterm: added following line */ 2205 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2208
2485 op->facing = dir; 2209 op->facing = dir;
2486 2210
2487 if (op->hide) 2211 if (op->hide)
2488 do_hidden_move (op); 2212 do_hidden_move (op);
2489 2213
2214 bool retval;
2215
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ; 2217 retval = RESULT_INT (0);
2492 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2493 fire (op, dir); 2219 retval = fire (op, dir);
2494 else 2220 else
2495 { 2221 {
2496 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2497 pick = check_pick (op); 2223 pick = check_pick (op);
2498 } 2224 }
2499 2225
2500 /* 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
2501 * server can handle repeat firing. 2227 * server can handle repeat firing.
2502 */ 2228 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2230 op->direction = dir;
2506 }
2507 else 2231 else
2508 {
2509 op->direction = 0; 2232 op->direction = 0;
2510 } 2233
2511 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2236 * for players.
2514 */ 2237 */
2515 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2516 return 0; 2239
2240 return retval;
2517} 2241}
2518 2242
2519/* 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
2520 * new client/server stuff. 2244 * new client/server stuff.
2521 * 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
2522 * the new speed values for commands. 2246 * the new speed values for commands.
2523 * 2247 *
2524 * 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.
2525 */ 2251 */
2526int 2252bool
2527handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2528{ 2254{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2256 {
2551 flee_player (op); 2257 if (op->speed_left > 0.f)
2552 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2258 {
2555 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2556 return 0; 2262 return true;
2557 } 2263 }
2264 else
2265 return false;
2558 } 2266 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2267
2568 /* 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
2569 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2270 * called, so we recheck it here.
2571 */ 2271 */
2572 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2273 return true;
2575 2274
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2580
2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2586 if (op->speed_left > 0) 2277
2587 return 1;
2588 else
2589 return 0;
2590 }
2591 return 0; 2278 return false;
2592} 2279}
2593 2280
2594int 2281int
2595save_life (object *op) 2282save_life (object *op)
2596{ 2283{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2285 return 0;
2601 2286
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2289 {
2605 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);
2606 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));
2607 2292
2615 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2616 2301
2617 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2618 op->stats.food = 999; 2303 op->stats.food = 999;
2619 2304
2620 fix_player (op); 2305 op->update_stats ();
2621 return 1; 2306 return 1;
2622 } 2307 }
2308
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2312 return 0;
2627} 2313}
2632 * from. 2318 * from.
2633 */ 2319 */
2634void 2320void
2635remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2636{ 2322{
2637 object *next;
2638
2639 while (op) 2323 while (op)
2640 { 2324 {
2641 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' */
2642 * we remove object 'op' 2326
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2328 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2652 } 2333 }
2653 else if (op->inv) 2334 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2655 op = next; 2337 op = next;
2656 } 2338 }
2657} 2339}
2658
2659 2340
2660/* 2341/*
2661 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2358 else
2678 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2362 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2682 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);
2683 else 2365 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2369 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2688 { 2371 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2374 strcat (buf2, buf);
2692 } 2375 }
2376
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2696 return buf2; 2381 return buf2;
2697} 2382}
2698
2699
2700 2383
2701void 2384void
2702do_some_living (object *op) 2385do_some_living (object *op)
2703{ 2386{
2704 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2393 int rate_grace = 2000;
2711 const int max_hp = 1; 2394 const int max_hp = 1;
2712 const int max_sp = 1; 2395 const int max_sp = 1;
2713 const int max_grace = 1; 2396 const int max_grace = 1;
2714 2397
2715 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2416
2722 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2723 { 2418 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2423 else
2730 { 2424 {
2731 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2427 }
2428
2734 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2431 else
2737 { 2432 {
2738 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2435 }
2436
2741 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2439 else
2744 { 2440 {
2745 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2443 }
2748 2444
2749 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2447 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2754 { 2450 {
2755 op->stats.sp++; 2451 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2459 op->stats.food = last_food;
2764 } 2460 }
2765 } 2461 }
2462
2766 if (max_sp > 1) 2463 if (max_sp > 1)
2767 { 2464 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2466 if (over_sp > 0)
2770 { 2467 {
2771 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2772 { 2469 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2774 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))
2775 op->stats.sp--; 2473 op->stats.sp--;
2474
2776 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2778 } 2477 }
2779 op->last_sp = 0; 2478 op->last_sp = 0;
2780 } 2479 }
2781 else 2480 else
2782 {
2783 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);
2784 }
2785 } 2482 }
2786 else 2483 else
2787 {
2788 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);
2789 }
2790 } 2485 }
2791 2486
2792 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2795 { 2490 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2798 if (max_grace > 1) 2494 if (max_grace > 1)
2799 { 2495 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2497 if (over_grace > 0)
2802 { 2498 {
2830 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2528 op->stats.food = last_food;
2833 } 2529 }
2834 } 2530 }
2531
2835 if (max_hp > 1) 2532 if (max_hp > 1)
2836 { 2533 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2535 if (over_hp > 0)
2839 { 2536 {
2852 } 2549 }
2853 2550
2854 /* Digestion */ 2551 /* Digestion */
2855 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2856 { 2553 {
2857#ifdef COZY_SERVER
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 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;
2862#endif
2863 2555
2864 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2558 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2868 /* dms do not consume food */ 2561 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2563 op->stats.food--;
2871 } 2564 }
2872 }
2873 2565
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2567 {
2876 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2877 2569
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2571 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2883 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2579 break;
2888 } 2580 }
2889 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2890 flesh = tmp; 2582 flesh = tmp;
2891 } /* End if paid for object */ 2583 } /* End if paid for object */
2892 } /* end of for loop */ 2584 } /* end of for loop */
2585
2893 /* 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
2894 * eat flesh instead. 2587 * eat flesh instead.
2895 */ 2588 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2590 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2900 } 2593 }
2901 } /* end if player is starving */ 2594 }
2902 2595
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2905 2598
2906 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))
2907 kill_player (op); 2600 kill_player (op);
2601 }
2908} 2602}
2909
2910
2911 2603
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2607 * file.
2945 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!");
2946 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...");
2947 2639
2948 /* restore player */ 2640 /* restore player */
2949 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2643 {
2953 tmp->destroy (); 2644 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2646 }
2956 2647
2957 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2650 {
2961 tmp->destroy (); 2651 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2653 }
2964 2654
2966 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2658 op->stats.food = 999;
2969 2659
2970 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2662 {
2974 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2664 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2668 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2672 }
2985 2673
2986 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2676 op->contr->braced = 0;
2993 2681
2994 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2995 2683
2996 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2997 { 2685 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3007 } 2688 }
3008 else 2689 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3018 } 2691
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2693
3021 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3022 x = op->x; 2695 x = op->x;
3023 y = op->y; 2696 y = op->y;
3024 map = op->map; 2697 map = op->map;
3025 2698
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2702 */
3033 2703
3034 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2706 * of death.
3037 */ 2707 */
3038#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3040 { 2710 {
3041 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2713 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2716 little bit harder. */
3047 /* GD */ 2717 /* GD */
3048 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2719 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2720 else
3054 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3055 num_stats_lose = 1; 2724 num_stats_lose = 1;
3056 } 2725
3057 lost_a_stat = 0; 2726 lost_a_stat = 0;
3058 2727
3059 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3060 { 2729 {
3061 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3062 2731
3063 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)
3064 { 2752 {
3065 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3066 * what he lost. 2754 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2755 }
3075 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3076 { 2758 {
3077 /* deplete a stat */ 2759 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3079 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3080 2762 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2763 {
3084 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3086 } 2766
3087 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2773 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2774 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2776 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2777 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2778 else
3129 if (this_stat >= -50)
3130 { 2779 {
3131 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2785 }
3137 } 2786 }
3138 } 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 }
3139 } 2806 }
2807 }
2808 }
3140 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2810 if (!lost_a_stat)
3142 { 2811 {
3143 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3146 2815
3147 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2818 else
3150 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.");
3151 } 2820 }
3152#else 2821#else
3153 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.");
3154#endif 2823#endif
3155 2824
3156 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2826 * exp loss on the stone.
3158 */ 2827 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2830 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2834 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2837
3169 /**************************************/ 2838 /**************************************/
3170 /* */ 2839 /* */
3171 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3174 /* */ 2843 /* */
3175 /**************************************/ 2844 /**************************************/
3176 2845
3177 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2847 /* restore player */
3179 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3181 2850
3182 if (tmp) 2851 if (tmp)
3183 { 2852 {
3184 tmp->destroy (); 2853 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2855 }
3187 2856
3188 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2859 if (tmp)
3191 { 2860 {
3192 tmp->destroy (); 2861 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2863 }
3195 2864
3196 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3197 2866
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3201 op->stats.food = 900; 2870 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2874
3206 /* 2875 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3209 * in the map. 2878 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3214 2880
3215 /****************************************/ 2881 /****************************************/
3216 /* */ 2882 /* */
3217 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3219 /* */ 2885 /* */
3220 /****************************************/ 2886 /****************************************/
3221 2887
3222 enter_player_savebed (op); 2888 enter_player_savebed (op);
3223 2889
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2890 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2891
3230 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2895 * on the space that might harm the player.
3234 */ 2896 */
3235 will_kill_again = 0; 2897 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3239 2901
3240 if (will_kill_again) 2902 if (will_kill_again)
3241 { 2903 {
3242 object *force; 2904 object *force;
3243 int at; 2905 int at;
3244 2906
3245 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2909 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2914 force->resist[at] = 100;
3253 2915
3254 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3255 fix_player (op); 2917 op->update_stats ();
3256 2918
3257 } 2919 }
3258 2920
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2922}
3328
3329 2923
3330void 2924void
3331loot_object (object *op) 2925loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3334 2928
3335 if (op->container) 2929 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2930
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3341 { 2932 {
3342 next = tmp->below; 2933 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3344 continue; 2936 continue;
2937
3345 tmp->remove (); 2938 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3347 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2943
3350 }
3351 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))))
3352 { 2945 {
3353 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3354 { 2947 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2949 tmp2->destroy ();
3367/* 2960/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2963 * was changed.
3371 */ 2964 */
3372
3373void 2965void
3374fix_weight (void) 2966fix_weight (void)
3375{ 2967{
3376 player *pl; 2968 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2969 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2971
3382 if (old == sum) 2972 if (old == sum)
3383 continue; 2973 continue;
3384 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3385 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);
3386 } 2976 }
3387} 2977}
3388 2978
3389void 2979void
3390fix_luck (void) 2980fix_luck (void)
3391{ 2981{
3392 player *pl; 2982 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3397} 2985}
3398
3399 2986
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3403 */ 2990 */
3404
3405void 2991void
3406cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3407{ 2993{
3408 object *skop, *spob; 2994 object *skop, *spob;
3409 2995
3443 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3444 { 3030 {
3445 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3447 } 3033 }
3034
3448 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3449} 3036}
3450 3037
3451int 3038int
3452is_true_undead (object *op) 3039is_true_undead (object *op)
3453{ 3040{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3457 return 1; 3042 return 1;
3458 3043
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3044 return 0;
3465} 3045}
3466 3046
3467/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3510/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3511 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3512 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3513 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3514 */ 3094 */
3515
3516void 3095void
3517do_hidden_move (object *op) 3096do_hidden_move (object *op)
3518{ 3097{
3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3520 object *skop; 3099 object *skop;
3524 3103
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3105
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3531 { 3109 {
3532 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!");
3533 make_visible (op); 3111 make_visible (op);
3534 return; 3112 return;
3535 } 3113 }
3536 else 3114 else
3537 num += 20; 3115 num += 20;
3538 } 3116
3539 num += op->map->difficulty; 3117 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3119 num -= hide;
3120
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3122 {
3544 make_visible (op); 3123 make_visible (op);
3545 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3546 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!");
3547 } 3126 }
3548 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3129}
3553 3130
3554/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3555 3132
3556int 3133int
3583 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3584 continue; 3161 continue;
3585 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)))
3586 continue; 3163 continue;
3587 3164
3588 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)
3589 { 3166 {
3590 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))
3591 return 1; 3168 return 1;
3592 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3593 { 3170 {
3623 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3624 { 3201 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3203 return -1;
3627 } 3204 }
3205
3628 if (!pl || !op) 3206 if (!pl || !op)
3629 return 0; 3207 return 0;
3630 3208
3631 if (op->head)
3632 {
3633 op = op->head; 3209 op = op->head_ ();
3634 } 3210
3635 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3636 3212
3637 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3214 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3640 * a blocked los square. 3216 * a blocked los square.
3641 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3642 */ 3218 */
3643 while (op) 3219 while (op)
3644 { 3220 {
3645 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3646 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3647 3223
3648 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3226 * for any meaningful values.
3651 */ 3227 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3231 return 1;
3656 op = op->more; 3232 op = op->more;
3657 } 3233 }
3658 return 0; 3234 return 0;
3659} 3235}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3333 int i = 0, j = 0;
3758 3334
3759 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3768 3344
3769 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3770 return; 3346 return;
3771 3347
3772 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++);
3773 3349
3774 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3775 { 3351 {
3776 /* 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]); */
3777 return; 3353 return;
3778 } 3354 }
3779 3355
3780 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3781 item = &(tr->item->clone); 3357 item = tr->item;
3782 3358
3783 if (item->type == SPELL) 3359 if (item->type == SPELL)
3784 { 3360 {
3785 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3786 return; 3362 return;
3845 { 3421 {
3846 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3423 object *skin;
3848 3424
3849 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 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
3851 if (skin == NULL) 3430 if (!skin)
3852 return; 3431 return;
3853 3432
3854 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3435 {
3901 * not readied. 3480 * not readied.
3902 */ 3481 */
3903void 3482void
3904player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3905{ 3484{
3906 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3907 3487
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3909 { 3489 pl->combat_ob = 0;
3490
3910 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3911 { 3492 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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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