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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 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);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 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);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 150}
285 151
286/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
287static void 153static void
288set_first_map (object *op) 154set_first_map (object *op)
289{ 155{
290 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
291 op->x = -1; 157 op->x = -1;
292 op->y = -1; 158 op->y = -1;
293 enter_exit (op, NULL);
294} 159}
295 160
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
296/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 379 * mode.
299 */ 380 */
300 381player *
301int 382player::create ()
302add_player (client_socket *ns)
303{ 383{
304 player *p = new player; 384 player *pl = new player;
305 385
306 p->socket = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 387
309 p->next = first_player; 388 pl->ob->roll_stats ();
310 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
311 391
312 p = get_player (p);
313
314 set_first_map (p->ob); 392 set_first_map (pl->ob);
315 393
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 394 return pl;
324} 395}
325 396
326/* 397/*
327 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
330 */ 401 */
331archetype * 402archetype *
332get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
333{ 404{
334 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
335 406
336 for (;;) 407 for (;;)
337 { 408 {
338 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
339 at = first_archetype; 410 i = archetypes.begin ();
340 else 411 else if (*i == at)
341 at = at->next; 412 cleanup ("not a single player archetype found");
413
342 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
343 return at; 415 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 416 }
350} 417}
351
352 418
353object * 419object *
354get_nearest_player (object *mon) 420get_nearest_player (object *mon)
355{ 421{
356 object *op = NULL; 422 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 423 objectlink *ol;
359 unsigned lastdist; 424 unsigned lastdist;
360 rv_vector rv; 425 rv_vector rv;
361 426
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 428 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 436 object *tmp = ol->ob;
372 437
373 /* 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
374 * itself will have been cleared. 439 * itself will have been cleared.
375 */ 440 */
376 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 ());
377 ol = ol->next; 443 ol = ol->next;
378 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
379 if (!ol) 445 if (!ol)
380 return op; 446 return op;
381 } 447 }
394 { 460 {
395 op = ol->ob; 461 op = ol->ob;
396 lastdist = rv.distance; 462 lastdist = rv.distance;
397 } 463 }
398 } 464 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 465
400 { 466 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
405 { 469 {
406 op = pl->ob; 470 op = pl->ob;
407 lastdist = rv.distance; 471 lastdist = rv.distance;
408 } 472 }
409 } 473
410 }
411#if 0 474#if 0
412 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)");
413#endif 476#endif
414 return op; 477 return op;
415} 478}
433 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 498 * is probably not a good thing.
436 */ 499 */
437#define MAX_SPACES 50 500#define MAX_SPACES 50
438
439 501
440/* 502/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 536 x = mon->x;
475 y = mon->y; 537 y = mon->y;
476 m = mon->map; 538 m = mon->map;
477 dir = rv.direction; 539 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 544 if (diff > max)
482 return 0; 545 return 0;
546
483 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
484 { 548 {
485 lastx = x; 549 lastx = x;
486 lasty = y; 550 lasty = y;
487 lastmap = m; 551 lastmap = m;
569 max--; 633 max--;
570 lastdir = dir; 634 lastdir = dir;
571 if (!firstdir) 635 if (!firstdir)
572 firstdir = dir; 636 firstdir = dir;
573 } 637 }
638
574 if (diff <= 1) 639 if (diff <= 1)
575 { 640 {
576 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 642 * headed toward player for entire distance.
578 */ 643 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 646 }
647
582 if (diff > max) 648 if (diff > max)
583 return 0; 649 return 0;
584 } 650 }
651
585 /* 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 */
586 if (!max) 653 if (!max)
587 return 0; 654 return 0;
588 655
589 return firstdir; 656 return firstdir;
682 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
683 link_player_skills (pl); 750 link_player_skills (pl);
684} 751}
685 752
686void 753void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
771{ 755{
772 if (party == NULL) 756 if (party == NULL)
773 { 757 {
774 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);
775 return; 759 return;
776 } 760 }
761
777 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
780 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:");
781} 766}
782
783 767
784/* 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. */
785int 769static int
786roll_stat (void) 770roll_stat (void)
787{ 771{
788 int a[4], i, j, k; 772 int a[4], i, j, k;
789 773
790 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
792 776
793 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 778 if (a[i] < k)
795 k = a[i], j = i; 779 k = a[i], j = i;
796 780
797 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 782 if (i != j)
800 k += a[i]; 783 k += a[i];
801 } 784
802 return k; 785 return k;
803} 786}
804 787
805void 788void
806roll_stats (object *op) 789object::roll_stats ()
807{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
808 int sum = 0; 795 int sum = 0;
809 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
811 798
812 do 799 if (sum >= 82 && sum <= 116)
800 break;
813 { 801 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 802
825 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 805
834 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
835 do 807 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 808
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 809 stats.exp = 0;
870 op->stats.ac = 0; 810 stats.ac = 0;
871 811
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
881} 824}
882 825
883void 826void
884Roll_Again (object *op) 827object::swap_stats (int a, int b)
885{ 828{
886 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 830
891void 831 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 858{
894 signed char tmp;
895 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
896 860
897 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 865}
1012 866
1013/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1017 * not the class. 871 * not the class.
1018 */ 872 */
1019 873void
1020int 874player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 875{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 878
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 880 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1041 882
1042 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1044 885
1045 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1046 887
1047 if (op->msg) 888 if (ob->msg)
1048 op->msg = NULL; 889 ob->msg = 0;
1049 890
1050 /* 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
1051 * to save here. 892 * to save here.
1052 */ 893 */
894 {
895 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1055 899
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 900 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 903 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1064 fix_player (op); 905 ob->update_stats ();
1065 906
1066 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1067 * is one for this race 908 * is one for this race
1068 */ 909 */
1069 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1070 { 911 {
1071 object *tmp; 912 object *tmp;
1072 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1073 914
1074 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);
1075 tmp = object::create (); 916 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1081 * default initial map */ 922 * default initial map */
1082 tmp->destroy (); 923 tmp->destroy ();
1083 } 924 }
1084 else 925 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 927}
1088 return 0;
1089 }
1090 928
929void
930player::chargen_race_next ()
931{
1091 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1093 */ 934 */
1094 935
1095 tmp_loop = 0; 936 do
1096 while (!tmp_loop)
1097 { 937 {
1098 shstr name = op->name; 938 shstr name = ob->name;
1099 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1100 940
1101 remove_statbonus (op); 941 ob->remove_statbonus ();
1102 op->remove (); 942 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1105 op->instantiate (); 945 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1108 op->x = x; 948 ob->x = x;
1109 op->y = y; 949 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 953 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 954 }
955 while (!allowed_class (ob));
1116 956
1117 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 959 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 962 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 963}
1179 964
1180void 965void
1181flee_player (object *op) 966flee_player (object *op)
1182{ 967{
1212 { 997 {
1213 op->enemy = NULL; 998 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1000 return;
1216 } 1001 }
1002
1217 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1218 1004
1219 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1221 { 1007 {
1222 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1223 1009
1224 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)))
1225 {
1226 return; 1011 return;
1227 }
1228 } 1012 }
1013
1229 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1016 op->enemy = NULL;
1232} 1017}
1233 1018
1234
1235/* 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.
1236 * 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
1237 * stop. 1021 * stop.
1238 */ 1022 */
1239int 1023int
1240check_pick (object *op) 1024check_pick (object *op)
1241{ 1025{
1242 object *tmp, *next; 1026 object *tmp, *next;
1243 int stop = 0; 1027 int stop = 0;
1244 int j, k, wvratio; 1028 int wvratio;
1245 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1246 1030
1247 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1249 return 1; 1033 return 1;
1250 1034
1318 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1105 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1110 }
1111
1355 /* philosophy: 1112 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1117 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1548 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1307 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1309 {
1553 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 &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1312 {
1556 pick_up (op, tmp); 1313 pick_up (op, tmp);
1557 continue; 1314 continue;
1558 } 1315 }
1559 } 1316 }
1560 1317
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1319 {
1563 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)
1564 { 1321 {
1565 pick_up (op, tmp); 1322 pick_up (op, tmp);
1566 continue; 1323 continue;
1567 } 1324 }
1568 } 1325 }
1593 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1594 { 1351 {
1595 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1596 } 1353 }
1597 else 1354 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1600 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))));
1601#endif 1358#endif
1602 continue; 1359 continue;
1603 } 1360 }
1614 * found object is returned. 1371 * found object is returned.
1615 */ 1372 */
1616object * 1373object *
1617find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1618{ 1375{
1619 object *tmp = NULL; 1376 object *tmp = 0;
1620 1377
1621 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1625 return op; 1382 return op;
1383
1626 return tmp; 1384 return tmp;
1627} 1385}
1628 1386
1629/* 1387/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1392 */
1635
1636object * 1393object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1395{
1639 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1673 else 1430 else
1674 { 1431 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1433 {
1677 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 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)
1680 { 1437 {
1681 tmp = arrow; 1438 tmp = arrow;
1682 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;
1683 } 1440 }
1684 } 1441 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1443 {
1687 tmp = arrow; 1444 tmp = arrow;
1706 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1464 * op = the shooter
1708 * type = bow->race 1465 * type = bow->race
1709 * dir = fire direction 1466 * dir = fire direction
1710 */ 1467 */
1711
1712object * 1468object *
1713pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1714{ 1470{
1715 object *tmp = NULL; 1471 object *tmp = NULL;
1716 maptile *m; 1472 maptile *m;
1781 */ 1537 */
1782int 1538int
1783fire_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)
1784{ 1540{
1785 object *left, *bow; 1541 object *left, *bow;
1786 int bowspeed, mflags; 1542 int mflags;
1787 maptile *m; 1543 maptile *m;
1788 1544
1789 if (!dir) 1545 if (!dir)
1790 { 1546 {
1791 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!");
1792 return 0; 1548 return 0;
1793 } 1549 }
1794 if (op->type == PLAYER) 1550
1795 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1796 else 1553 else
1797 { 1554 {
1798 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1562 if (!bow)
1806 { 1563 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1565 return 0;
1809 } 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
1810 } 1575 }
1576
1811 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1812 { 1578 {
1813 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);
1814 return 0; 1580 return 0;
1815 } 1581 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1582
1825 if (arrow == NULL) 1583 if (arrow == NULL)
1826 { 1584 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1586 {
1829 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1590 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1834 return 0; 1593 return 0;
1835 } 1594 }
1836 } 1595 }
1596
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1599 return 0;
1841 } 1600
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1602 {
1844 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.");
1845 return 0; 1604 return 0;
1846 } 1605 }
1852 return 0; 1611 return 0;
1853 } 1612 }
1854 1613
1855 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1616 if (!arrow)
1858 { 1617 {
1859 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);
1860 return 0; 1619 return 0;
1861 } 1620 }
1621
1862 arrow->set_owner (op); 1622 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1624 arrow->direction = dir;
1866 arrow->x = sx; 1625
1867 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;
1868 1658
1869 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1870 { 1660 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1668 }
1905 else 1669 else
1906 { 1670 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1671 arrow->level = op->level;
1909 } 1672 arrow->stats.wc -= bow->magic;
1910 1673
1911 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1912 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1913 1679
1914 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1682
1917 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1686
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1923 1689
1924 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1691 move_arrow (arrow);
1926 1692
1927 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1947{ 1713{
1948 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1949 1715
1950 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1951 { 1717 {
1952 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);
1953 } 1719 }
1954 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)
1955 { 1721 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1723 wcmod = -1;
1724
1958 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);
1959 } 1726 }
1960 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1961 { 1728 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1734 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1738 }
1973 else 1739 else
1974 { 1740 {
1975 /* Simple case */ 1741 /* Simple case */
1976 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);
1977 } 1743 }
1744
1978 return ret; 1745 return ret;
1979} 1746}
1980
1981 1747
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1984 */ 1750 */
1985void 1751void
1986fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1987{ 1753{
1988 object *item; 1754 object *item = op->contr->ranged_ob;
1989 1755
1990 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1991 { 1757 {
1992 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.");
1993 return; 1759 return;
1994 } 1760 }
1995 1761
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1762 if (!item->inv)
1998 { 1763 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1765 return;
2001 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2002 if (item->type == WAND) 1771 if (item->type == WAND)
2003 { 1772 {
2004 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2005 { 1774 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 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
2008 return; 1778 return;
2009 } 1779 }
2010 } 1780 }
2011 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2012 { 1782 {
2013 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))
2014 { 1784 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2016 if (item->type == ROD) 1787 if (item->type == ROD)
2017 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));
2018 else 1789 else
2019 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
2020 return; 1792 return;
2021 } 1793 }
2022 } 1794 }
2023 1795
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1803 object *tmp;
2032 1804
2033 if (item->arch) 1805 if (item->arch)
2034 { 1806 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2037 item->speed = 0; 1809 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1810 }
1811
2040 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1814 }
2043 } 1815 }
2044 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1817 drain_rod_charge (item);
2047 }
2048 } 1818 }
2049} 1819}
2050 1820
2051/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2052 */ 1822 */
2053void 1823bool
2054fire (object *op, int dir) 1824fire (object *op, int dir)
2055{ 1825{
2056 int spellcost = 0; 1826 int spellcost = 0;
2057 1827
2058 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2060 make_visible (op); 1830 make_visible (op);
2061 1831
2062 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;
2063 { 1838 }
2064 case range_none:
2065 return;
2066 1839
2067 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:
2068 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2069 return; 1857 break;
2070 1858
2071 case range_magic: /* Casting spells */ 1859 case SPELL:
2072 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);
2073 return; 1861 break;
2074 1862
2075 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:
2076 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2077 return; 1873 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1874 }
2105}
2106 1875
2107 1876 return true;
1877}
2108 1878
2109/* find_key 1879/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1884 * pl is the player,
2115 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2118 */ 1888 */
2119
2120object * 1889object *
2121find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2122{ 1891{
2123 object *tmp, *key; 1892 object *tmp, *key;
2124 1893
2125 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1895 if (!container->inv)
2127 return NULL; 1896 return 0;
2128 1897
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1900 {
2132 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1902 break;
2134 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2136 */ 1905 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1907 break;
2139 } 1908 }
1909
2140 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1913 * a key, return
2144 */ 1914 */
2145 if (!tmp) 1915 if (!tmp)
2146 { 1916 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1918 {
2149 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1921 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2153 return key; 1923 return key;
2154 } 1924 }
2155 } 1925 }
1926
2156 if (!tmp) 1927 if (!tmp)
2157 return NULL; 1928 return NULL;
2158 } 1929 }
1930
2159 /* 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,
2160 * see if we actually want to use it 1932 * see if we actually want to use it
2161 */ 1933 */
2162 if (pl != container) 1934 if (pl != container)
2163 { 1935 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1958 return NULL;
2187 } 1959 }
2188 } 1960 }
1961
2189 return tmp; 1962 return tmp;
2190} 1963}
2191 1964
2192/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1968 * 0 otherwise
2196 */ 1969 */
2197static int 1970static int
2198player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2199{ 1972{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2204 */ 1976 */
2205 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2206 1978
2207 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2208 if (key) 1980 if (key)
2209 { 1981 {
2210 object *container = key->env; 1982 object *container = key->env;
2211 1983
2212 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
2213 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2214 make_visible (op); 1987 make_visible (op);
1988
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2217 if (door->type == DOOR) 1992 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2222 { 1995 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1998 }
1999
2226 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2229 if (container != op) 2003 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2231 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2232 } 2007 }
2233 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2234 { 2009 {
2235 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2012 return 1;
2238 } 2013 }
2014
2239 return 0; 2015 return 0;
2240} 2016}
2241 2017
2242/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2247 */ 2023 */
2248 2024bool
2249void
2250move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2251{ 2026{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2027 int on_battleground;
2255 maptile *m;
2256 2028
2257 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2259 2031
2260 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 }
2261 2042
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2266 * 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
2267 * 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
2268 * 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
2269 * move_ob uses. 2050 * move_ob uses.
2270 */ 2051 */
2271 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);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2053
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2057 * on the space
2293 */ 2058 */
2294 while (tmp != NULL) 2059 object *mon;
2295 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2061 {
2297 { 2062 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2299 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2065 && mon != op)
2305 break; 2066 break;
2306 } 2067 }
2307 2068
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2070 return false; /* into a wall */
2316 2071
2317 if (mon->head != NULL)
2318 mon = mon->head; 2072 mon = mon->head_ ();
2319 2073
2320 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)
2321 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2322 return; 2079 return true;
2080 }
2323 2081
2324 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2087 * and thus will not push them.
2330 */ 2088 */
2331 2089
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2335 */ 2093 */
2336 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2097 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2099 {
2346 /* 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 */
2347 if (op->contr->braced) 2101 if (op->contr->braced)
2348 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2349 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);
2350 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2351 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2112 make_visible (op);
2113
2353 return; 2114 return true;
2354 } 2115 }
2116 else
2117 return false;
2118 }
2355 2119
2356 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2123 * attack them either.
2360 */ 2124 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2364 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2129 && !on_battleground))
2366 && mon->contr-> 2130 {
2367 peaceful)) && 2131 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2132 {
2133 --op->speed_left;
2134
2373 if (!op->contr->braced) 2135 if (!op->contr->braced)
2374 { 2136 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2377 } 2139 }
2378 else 2140 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2142
2382 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2144 make_visible (op);
2384 }
2385 2145
2146 return true;
2147 }
2148 }
2386 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2387 * 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.
2388 */ 2151 */
2389 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)
2390 { 2155 {
2156 --op->speed_left;
2157
2391 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2393 make_visible (op); 2160 make_visible (op);
2394 }
2395 2161
2162 return true;
2163 }
2164 }
2396 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2397 * 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
2398 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2170 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2173 {
2406 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2175 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2415 2177
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2420 2179
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2435 make_visible (op); 2181 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2182
2440int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2441move_player (object *op, int dir) 2191move_player (object *op, int dir)
2442{ 2192{
2443 int pick; 2193 int pick;
2444 2194
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2196 return 0;
2447 2197
2448 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2450 { 2200 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2202 return 0;
2453 } 2203 }
2454 2204
2455 /* peterm: added following line */ 2205 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2208
2459 op->facing = dir; 2209 op->facing = dir;
2460 2210
2461 if (op->hide) 2211 if (op->hide)
2462 do_hidden_move (op); 2212 do_hidden_move (op);
2463 2213
2214 bool retval;
2215
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2217 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2467 fire (op, dir); 2219 retval = fire (op, dir);
2468 else 2220 else
2469 { 2221 {
2470 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2223 pick = check_pick (op);
2472 } 2224 }
2473 2225
2474 /* 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
2475 * server can handle repeat firing. 2227 * server can handle repeat firing.
2476 */ 2228 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2230 op->direction = dir;
2480 }
2481 else 2231 else
2482 {
2483 op->direction = 0; 2232 op->direction = 0;
2484 } 2233
2485 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2236 * for players.
2488 */ 2237 */
2489 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2490 return 0; 2239
2240 return retval;
2491} 2241}
2492 2242
2493/* 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
2494 * new client/server stuff. 2244 * new client/server stuff.
2495 * 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
2496 * the new speed values for commands. 2246 * the new speed values for commands.
2497 * 2247 *
2498 * 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.
2499 */ 2251 */
2500int 2252bool
2501handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2502{ 2254{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2256 {
2525 flee_player (op); 2257 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2258 {
2529 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2530 return 0; 2262 return true;
2531 } 2263 }
2264 else
2265 return false;
2532 } 2266 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2267
2542 /* 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
2543 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2270 * called, so we recheck it here.
2545 */ 2271 */
2546 HandleClient (op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2273 return true;
2549 2274
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2277
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2278 return false;
2566} 2279}
2567 2280
2568int 2281int
2569save_life (object *op) 2282save_life (object *op)
2570{ 2283{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2285 return 0;
2575 2286
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2289 {
2579 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);
2580 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));
2581 2292
2589 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2590 2301
2591 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2592 op->stats.food = 999; 2303 op->stats.food = 999;
2593 2304
2594 fix_player (op); 2305 op->update_stats ();
2595 return 1; 2306 return 1;
2596 } 2307 }
2308
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2312 return 0;
2601} 2313}
2606 * from. 2318 * from.
2607 */ 2319 */
2608void 2320void
2609remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2610{ 2322{
2611 object *next;
2612
2613 while (op) 2323 while (op)
2614 { 2324 {
2615 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' */
2616 * we remove object 'op' 2326
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2328 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2626 } 2333 }
2627 else if (op->inv) 2334 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2629 op = next; 2337 op = next;
2630 } 2338 }
2631} 2339}
2632
2633 2340
2634/* 2341/*
2635 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2358 else
2652 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2362 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2656 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);
2657 else 2365 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2369 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2662 { 2371 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2374 strcat (buf2, buf);
2666 } 2375 }
2376
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2670 return buf2; 2381 return buf2;
2671} 2382}
2672
2673
2674 2383
2675void 2384void
2676do_some_living (object *op) 2385do_some_living (object *op)
2677{ 2386{
2678 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2393 int rate_grace = 2000;
2685 const int max_hp = 1; 2394 const int max_hp = 1;
2686 const int max_sp = 1; 2395 const int max_sp = 1;
2687 const int max_grace = 1; 2396 const int max_grace = 1;
2688 2397
2689 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2416
2696 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2697 { 2418 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2423 else
2704 { 2424 {
2705 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2427 }
2428
2708 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2431 else
2711 { 2432 {
2712 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2435 }
2436
2715 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2439 else
2718 { 2440 {
2719 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2443 }
2722 2444
2723 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2447 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2728 { 2450 {
2729 op->stats.sp++; 2451 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2459 op->stats.food = last_food;
2738 } 2460 }
2739 } 2461 }
2462
2740 if (max_sp > 1) 2463 if (max_sp > 1)
2741 { 2464 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2466 if (over_sp > 0)
2744 { 2467 {
2745 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2746 { 2469 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2748 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))
2749 op->stats.sp--; 2473 op->stats.sp--;
2474
2750 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2752 } 2477 }
2753 op->last_sp = 0; 2478 op->last_sp = 0;
2754 } 2479 }
2755 else 2480 else
2756 {
2757 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);
2758 }
2759 } 2482 }
2760 else 2483 else
2761 {
2762 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);
2763 }
2764 } 2485 }
2765 2486
2766 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2769 { 2490 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2772 if (max_grace > 1) 2494 if (max_grace > 1)
2773 { 2495 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2497 if (over_grace > 0)
2776 { 2498 {
2804 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2528 op->stats.food = last_food;
2807 } 2529 }
2808 } 2530 }
2531
2809 if (max_hp > 1) 2532 if (max_hp > 1)
2810 { 2533 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2535 if (over_hp > 0)
2813 { 2536 {
2826 } 2549 }
2827 2550
2828 /* Digestion */ 2551 /* Digestion */
2829 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2830 { 2553 {
2831#ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 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;
2836#endif
2837 2555
2838 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2558 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2842 /* dms do not consume food */ 2561 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2563 op->stats.food--;
2845 } 2564 }
2846 }
2847 2565
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2567 {
2850 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2851 2569
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2571 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2579 break;
2862 } 2580 }
2863 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2864 flesh = tmp; 2582 flesh = tmp;
2865 } /* End if paid for object */ 2583 } /* End if paid for object */
2866 } /* end of for loop */ 2584 } /* end of for loop */
2585
2867 /* 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
2868 * eat flesh instead. 2587 * eat flesh instead.
2869 */ 2588 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2590 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2874 } 2593 }
2875 } /* end if player is starving */ 2594 }
2876 2595
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2879 2598
2880 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))
2881 kill_player (op); 2600 kill_player (op);
2601 }
2882} 2602}
2883
2884
2885 2603
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2607 * file.
2919 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!");
2920 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...");
2921 2639
2922 /* restore player */ 2640 /* restore player */
2923 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2643 {
2927 tmp->destroy (); 2644 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2646 }
2930 2647
2931 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2650 {
2935 tmp->destroy (); 2651 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2653 }
2938 2654
2940 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2658 op->stats.food = 999;
2943 2659
2944 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2662 {
2948 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2664 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2668 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2672 }
2959 2673
2960 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2676 op->contr->braced = 0;
2967 2681
2968 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2969 2683
2970 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2971 { 2685 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2981 } 2688 }
2982 else 2689 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2992 } 2691
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2693
2995 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
2996 x = op->x; 2695 x = op->x;
2997 y = op->y; 2696 y = op->y;
2998 map = op->map; 2697 map = op->map;
2999 2698
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2702 */
3007 2703
3008 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2706 * of death.
3011 */ 2707 */
3012#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3014 { 2710 {
3015 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2713 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2716 little bit harder. */
3021 /* GD */ 2717 /* GD */
3022 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2719 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2720 else
3028 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3029 num_stats_lose = 1; 2724 num_stats_lose = 1;
3030 } 2725
3031 lost_a_stat = 0; 2726 lost_a_stat = 0;
3032 2727
3033 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3034 { 2729 {
3035 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3036 2731
3037 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)
3038 { 2752 {
3039 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3040 * what he lost. 2754 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2755 }
3049 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3050 { 2758 {
3051 /* deplete a stat */ 2759 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3053 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3054 2762 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2763 {
3058 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3060 } 2766
3061 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2773 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2774 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2776 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2777 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2778 else
3103 if (this_stat >= -50)
3104 { 2779 {
3105 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2785 }
3111 } 2786 }
3112 } 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 }
3113 } 2806 }
2807 }
2808 }
3114 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2810 if (!lost_a_stat)
3116 { 2811 {
3117 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3120 2815
3121 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2818 else
3124 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.");
3125 } 2820 }
3126#else 2821#else
3127 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.");
3128#endif 2823#endif
3129 2824
3130 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2826 * exp loss on the stone.
3132 */ 2827 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2830 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2834 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2837
3143 /**************************************/ 2838 /**************************************/
3144 /* */ 2839 /* */
3145 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3148 /* */ 2843 /* */
3149 /**************************************/ 2844 /**************************************/
3150 2845
3151 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2847 /* restore player */
3153 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3155 2850
3156 if (tmp) 2851 if (tmp)
3157 { 2852 {
3158 tmp->destroy (); 2853 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2855 }
3161 2856
3162 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2859 if (tmp)
3165 { 2860 {
3166 tmp->destroy (); 2861 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2863 }
3169 2864
3170 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3171 2866
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3175 op->stats.food = 900; 2870 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2874
3180 /* 2875 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3183 * in the map. 2878 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3188 2880
3189 /****************************************/ 2881 /****************************************/
3190 /* */ 2882 /* */
3191 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3193 /* */ 2885 /* */
3194 /****************************************/ 2886 /****************************************/
3195 2887
3196 enter_player_savebed (op); 2888 enter_player_savebed (op);
3197 2889
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2890 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2891
3204 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2895 * on the space that might harm the player.
3208 */ 2896 */
3209 will_kill_again = 0; 2897 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3213 2901
3214 if (will_kill_again) 2902 if (will_kill_again)
3215 { 2903 {
3216 object *force; 2904 object *force;
3217 int at; 2905 int at;
3218 2906
3219 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2909 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2914 force->resist[at] = 100;
3227 2915
3228 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3229 fix_player (op); 2917 op->update_stats ();
3230 2918
3231 } 2919 }
3232 2920
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2922}
3302
3303 2923
3304void 2924void
3305loot_object (object *op) 2925loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3308 2928
3309 if (op->container) 2929 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2930
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3315 { 2932 {
3316 next = tmp->below; 2933 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3318 continue; 2936 continue;
2937
3319 tmp->remove (); 2938 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3321 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2943
3324 }
3325 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))))
3326 { 2945 {
3327 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3328 { 2947 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2949 tmp2->destroy ();
3341/* 2960/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2963 * was changed.
3345 */ 2964 */
3346
3347void 2965void
3348fix_weight (void) 2966fix_weight (void)
3349{ 2967{
3350 player *pl; 2968 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2969 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2971
3356 if (old == sum) 2972 if (old == sum)
3357 continue; 2973 continue;
3358 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3359 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);
3360 } 2976 }
3361} 2977}
3362 2978
3363void 2979void
3364fix_luck (void) 2980fix_luck (void)
3365{ 2981{
3366 player *pl; 2982 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3371} 2985}
3372
3373 2986
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3377 */ 2990 */
3378
3379void 2991void
3380cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3381{ 2993{
3382 object *skop, *spob; 2994 object *skop, *spob;
3383 2995
3417 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3418 { 3030 {
3419 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3421 } 3033 }
3034
3422 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3423} 3036}
3424 3037
3425int 3038int
3426is_true_undead (object *op) 3039is_true_undead (object *op)
3427{ 3040{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3042 return 1;
3432 3043
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3044 return 0;
3439} 3045}
3440 3046
3441/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3094 */
3489
3490void 3095void
3491do_hidden_move (object *op) 3096do_hidden_move (object *op)
3492{ 3097{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop; 3099 object *skop;
3498 3103
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3105
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3505 { 3109 {
3506 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!");
3507 make_visible (op); 3111 make_visible (op);
3508 return; 3112 return;
3509 } 3113 }
3510 else 3114 else
3511 num += 20; 3115 num += 20;
3512 } 3116
3513 num += op->map->difficulty; 3117 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3119 num -= hide;
3120
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3122 {
3518 make_visible (op); 3123 make_visible (op);
3519 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3520 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!");
3521 } 3126 }
3522 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3129}
3527 3130
3528/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3529 3132
3530int 3133int
3557 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3558 continue; 3161 continue;
3559 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)))
3560 continue; 3163 continue;
3561 3164
3562 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)
3563 { 3166 {
3564 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))
3565 return 1; 3168 return 1;
3566 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3567 { 3170 {
3597 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3598 { 3201 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3203 return -1;
3601 } 3204 }
3205
3602 if (!pl || !op) 3206 if (!pl || !op)
3603 return 0; 3207 return 0;
3604 3208
3605 if (op->head)
3606 {
3607 op = op->head; 3209 op = op->head_ ();
3608 } 3210
3609 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3610 3212
3611 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3214 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3614 * a blocked los square. 3216 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3616 */ 3218 */
3617 while (op) 3219 while (op)
3618 { 3220 {
3619 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3621 3223
3622 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3226 * for any meaningful values.
3625 */ 3227 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3231 return 1;
3630 op = op->more; 3232 op = op->more;
3631 } 3233 }
3632 return 0; 3234 return 0;
3633} 3235}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3333 int i = 0, j = 0;
3732 3334
3733 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3742 3344
3743 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3744 return; 3346 return;
3745 3347
3746 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++);
3747 3349
3748 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3749 { 3351 {
3750 /* 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]); */
3751 return; 3353 return;
3752 } 3354 }
3753 3355
3754 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3357 item = tr->item;
3756 3358
3757 if (item->type == SPELL) 3359 if (item->type == SPELL)
3758 { 3360 {
3759 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3760 return; 3362 return;
3819 { 3421 {
3820 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3423 object *skin;
3822 3424
3823 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3430 if (!skin)
3826 return; 3431 return;
3827 3432
3828 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3435 {
3875 * not readied. 3480 * not readied.
3876 */ 3481 */
3877void 3482void
3878player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3879{ 3484{
3880 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3881 3487
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3883 { 3489 pl->combat_ob = 0;
3490
3884 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3885 { 3492 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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