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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 150}
289 151
290/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
291static void 153static void
292set_first_map (object *op) 154set_first_map (object *op)
293{ 155{
294 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
295 op->x = -1; 157 op->x = -1;
296 op->y = -1; 158 op->y = -1;
297 enter_exit (op, NULL);
298} 159}
299 160
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
300/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 379 * mode.
303 */ 380 */
304 381player *
305int 382player::create ()
306add_player (client_socket *ns)
307{ 383{
308 player *p = new player; 384 player *pl = new player;
309 385
310 p->socket = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 387
313 p->next = first_player; 388 pl->ob->roll_stats ();
314 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
315 391
316 p = get_player (p);
317
318 set_first_map (p->ob); 392 set_first_map (pl->ob);
319 393
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 394 return pl;
328} 395}
329 396
330/* 397/*
331 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
334 */ 401 */
335archetype * 402archetype *
336get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
337{ 404{
338 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
339 406
340 for (;;) 407 for (;;)
341 { 408 {
342 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
343 at = first_archetype; 410 i = archetypes.begin ();
344 else 411 else if (*i == at)
345 at = at->next; 412 cleanup ("not a single player archetype found");
413
346 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
347 return at; 415 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 416 }
354} 417}
355
356 418
357object * 419object *
358get_nearest_player (object *mon) 420get_nearest_player (object *mon)
359{ 421{
360 object *op = NULL; 422 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 423 objectlink *ol;
363 unsigned lastdist; 424 unsigned lastdist;
364 rv_vector rv; 425 rv_vector rv;
365 426
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 428 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 436 object *tmp = ol->ob;
376 437
377 /* 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
378 * itself will have been cleared. 439 * itself will have been cleared.
379 */ 440 */
380 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 ());
381 ol = ol->next; 443 ol = ol->next;
382 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
383 if (!ol) 445 if (!ol)
384 return op; 446 return op;
385 } 447 }
398 { 460 {
399 op = ol->ob; 461 op = ol->ob;
400 lastdist = rv.distance; 462 lastdist = rv.distance;
401 } 463 }
402 } 464 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 465
404 { 466 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
409 { 469 {
410 op = pl->ob; 470 op = pl->ob;
411 lastdist = rv.distance; 471 lastdist = rv.distance;
412 } 472 }
413 } 473
414 }
415#if 0 474#if 0
416 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)");
417#endif 476#endif
418 return op; 477 return op;
419} 478}
437 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 498 * is probably not a good thing.
440 */ 499 */
441#define MAX_SPACES 50 500#define MAX_SPACES 50
442
443 501
444/* 502/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 536 x = mon->x;
479 y = mon->y; 537 y = mon->y;
480 m = mon->map; 538 m = mon->map;
481 dir = rv.direction; 539 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 544 if (diff > max)
486 return 0; 545 return 0;
546
487 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
488 { 548 {
489 lastx = x; 549 lastx = x;
490 lasty = y; 550 lasty = y;
491 lastmap = m; 551 lastmap = m;
573 max--; 633 max--;
574 lastdir = dir; 634 lastdir = dir;
575 if (!firstdir) 635 if (!firstdir)
576 firstdir = dir; 636 firstdir = dir;
577 } 637 }
638
578 if (diff <= 1) 639 if (diff <= 1)
579 { 640 {
580 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 642 * headed toward player for entire distance.
582 */ 643 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 646 }
647
586 if (diff > max) 648 if (diff > max)
587 return 0; 649 return 0;
588 } 650 }
651
589 /* 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 */
590 if (!max) 653 if (!max)
591 return 0; 654 return 0;
592 655
593 return firstdir; 656 return firstdir;
686 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
687 link_player_skills (pl); 750 link_player_skills (pl);
688} 751}
689 752
690void 753void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
775{ 755{
776 if (party == NULL) 756 if (party == NULL)
777 { 757 {
778 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);
779 return; 759 return;
780 } 760 }
761
781 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
784 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:");
785} 766}
786
787 767
788/* 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. */
789int 769static int
790roll_stat (void) 770roll_stat (void)
791{ 771{
792 int a[4], i, j, k; 772 int a[4], i, j, k;
793 773
794 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
796 776
797 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 778 if (a[i] < k)
799 k = a[i], j = i; 779 k = a[i], j = i;
800 780
801 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 782 if (i != j)
804 k += a[i]; 783 k += a[i];
805 } 784
806 return k; 785 return k;
807} 786}
808 787
809void 788void
810roll_stats (object *op) 789object::roll_stats ()
811{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
812 int sum = 0; 795 int sum = 0;
813 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
815 798
816 do 799 if (sum >= 82 && sum <= 116)
800 break;
817 { 801 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 802
829 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 805
838 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
839 do 807 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 808
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 809 stats.exp = 0;
874 op->stats.ac = 0; 810 stats.ac = 0;
875 811
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
885} 824}
886 825
887void 826void
888Roll_Again (object *op) 827object::swap_stats (int a, int b)
889{ 828{
890 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 830
895void 831 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 858{
898 signed char tmp;
899 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
900 860
901 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 865}
1016 866
1017/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1021 * not the class. 871 * not the class.
1022 */ 872 */
1023 873void
1024int 874player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 875{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 878
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 880 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1045 882
1046 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1048 885
1049 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1050 887
1051 if (op->msg) 888 if (ob->msg)
1052 op->msg = NULL; 889 ob->msg = 0;
1053 890
1054 /* 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
1055 * to save here. 892 * to save here.
1056 */ 893 */
894 {
895 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1059 899
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 900 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 903 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1068 fix_player (op); 905 ob->update_stats ();
1069 906
1070 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1071 * is one for this race 908 * is one for this race
1072 */ 909 */
1073 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1074 { 911 {
1075 object *tmp; 912 object *tmp;
1076 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1077 914
1078 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);
1079 tmp = object::create (); 916 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1085 * default initial map */ 922 * default initial map */
1086 tmp->destroy (); 923 tmp->destroy ();
1087 } 924 }
1088 else 925 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 927}
1092 return 0;
1093 }
1094 928
929void
930player::chargen_race_next ()
931{
1095 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1097 */ 934 */
1098 935
1099 tmp_loop = 0; 936 do
1100 while (!tmp_loop)
1101 { 937 {
1102 shstr name = op->name; 938 shstr name = ob->name;
1103 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1104 940
1105 remove_statbonus (op); 941 ob->remove_statbonus ();
1106 op->remove (); 942 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1109 op->instantiate (); 945 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1112 op->x = x; 948 ob->x = x;
1113 op->y = y; 949 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 953 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 954 }
955 while (!allowed_class (ob));
1120 956
1121 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 959 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 962 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 963}
1183 964
1184void 965void
1185flee_player (object *op) 966flee_player (object *op)
1186{ 967{
1216 { 997 {
1217 op->enemy = NULL; 998 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1000 return;
1220 } 1001 }
1002
1221 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1222 1004
1223 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1225 { 1007 {
1226 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1227 1009
1228 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)))
1229 {
1230 return; 1011 return;
1231 }
1232 } 1012 }
1013
1233 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1016 op->enemy = NULL;
1236} 1017}
1237 1018
1238
1239/* 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.
1240 * 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
1241 * stop. 1021 * stop.
1242 */ 1022 */
1243int 1023int
1244check_pick (object *op) 1024check_pick (object *op)
1245{ 1025{
1246 object *tmp, *next; 1026 object *tmp, *next;
1247 int stop = 0; 1027 int stop = 0;
1248 int j, k, wvratio; 1028 int wvratio;
1249 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1250 1030
1251 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1253 return 1; 1033 return 1;
1254 1034
1322 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1105 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1110 }
1111
1359 /* philosophy: 1112 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1117 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1552 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1307 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1309 {
1557 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 &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1312 {
1560 pick_up (op, tmp); 1313 pick_up (op, tmp);
1561 continue; 1314 continue;
1562 } 1315 }
1563 } 1316 }
1564 1317
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1319 {
1567 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)
1568 { 1321 {
1569 pick_up (op, tmp); 1322 pick_up (op, tmp);
1570 continue; 1323 continue;
1571 } 1324 }
1572 } 1325 }
1597 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1598 { 1351 {
1599 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1600 } 1353 }
1601 else 1354 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1604 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))));
1605#endif 1358#endif
1606 continue; 1359 continue;
1607 } 1360 }
1618 * found object is returned. 1371 * found object is returned.
1619 */ 1372 */
1620object * 1373object *
1621find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1622{ 1375{
1623 object *tmp = NULL; 1376 object *tmp = 0;
1624 1377
1625 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1629 return op; 1382 return op;
1383
1630 return tmp; 1384 return tmp;
1631} 1385}
1632 1386
1633/* 1387/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1392 */
1639
1640object * 1393object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1395{
1643 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1677 else 1430 else
1678 { 1431 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1433 {
1681 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 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)
1684 { 1437 {
1685 tmp = arrow; 1438 tmp = arrow;
1686 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;
1687 } 1440 }
1688 } 1441 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1443 {
1691 tmp = arrow; 1444 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1464 * op = the shooter
1712 * type = bow->race 1465 * type = bow->race
1713 * dir = fire direction 1466 * dir = fire direction
1714 */ 1467 */
1715
1716object * 1468object *
1717pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1718{ 1470{
1719 object *tmp = NULL; 1471 object *tmp = NULL;
1720 maptile *m; 1472 maptile *m;
1785 */ 1537 */
1786int 1538int
1787fire_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)
1788{ 1540{
1789 object *left, *bow; 1541 object *left, *bow;
1790 int bowspeed, mflags; 1542 int mflags;
1791 maptile *m; 1543 maptile *m;
1792 1544
1793 if (!dir) 1545 if (!dir)
1794 { 1546 {
1795 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!");
1796 return 0; 1548 return 0;
1797 } 1549 }
1798 if (op->type == PLAYER) 1550
1799 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1800 else 1553 else
1801 { 1554 {
1802 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1562 if (!bow)
1810 { 1563 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1565 return 0;
1813 } 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
1814 } 1575 }
1576
1815 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1816 { 1578 {
1817 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);
1818 return 0; 1580 return 0;
1819 } 1581 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1582
1829 if (arrow == NULL) 1583 if (arrow == NULL)
1830 { 1584 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1586 {
1833 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1590 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1838 return 0; 1593 return 0;
1839 } 1594 }
1840 } 1595 }
1596
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1599 return 0;
1845 } 1600
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1602 {
1848 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.");
1849 return 0; 1604 return 0;
1850 } 1605 }
1856 return 0; 1611 return 0;
1857 } 1612 }
1858 1613
1859 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1616 if (!arrow)
1862 { 1617 {
1863 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);
1864 return 0; 1619 return 0;
1865 } 1620 }
1621
1866 arrow->set_owner (op); 1622 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1624 arrow->direction = dir;
1870 arrow->x = sx; 1625
1871 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;
1872 1658
1873 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1874 { 1660 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1668 }
1909 else 1669 else
1910 { 1670 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1671 arrow->level = op->level;
1913 } 1672 arrow->stats.wc -= bow->magic;
1914 1673
1915 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1916 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1917 1679
1918 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1682
1921 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1686
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1927 1689
1928 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1691 move_arrow (arrow);
1930 1692
1931 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1951{ 1713{
1952 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1953 1715
1954 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1955 { 1717 {
1956 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);
1957 } 1719 }
1958 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)
1959 { 1721 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1723 wcmod = -1;
1724
1962 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);
1963 } 1726 }
1964 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1965 { 1728 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1734 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1738 }
1977 else 1739 else
1978 { 1740 {
1979 /* Simple case */ 1741 /* Simple case */
1980 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);
1981 } 1743 }
1744
1982 return ret; 1745 return ret;
1983} 1746}
1984
1985 1747
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1988 */ 1750 */
1989void 1751void
1990fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1991{ 1753{
1992 object *item; 1754 object *item = op->contr->ranged_ob;
1993 1755
1994 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1995 { 1757 {
1996 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.");
1997 return; 1759 return;
1998 } 1760 }
1999 1761
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1762 if (!item->inv)
2002 { 1763 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1765 return;
2005 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2006 if (item->type == WAND) 1771 if (item->type == WAND)
2007 { 1772 {
2008 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2009 { 1774 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 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
2012 return; 1778 return;
2013 } 1779 }
2014 } 1780 }
2015 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2016 { 1782 {
2017 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))
2018 { 1784 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2020 if (item->type == ROD) 1787 if (item->type == ROD)
2021 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));
2022 else 1789 else
2023 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
2024 return; 1792 return;
2025 } 1793 }
2026 } 1794 }
2027 1795
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1803 object *tmp;
2036 1804
2037 if (item->arch) 1805 if (item->arch)
2038 { 1806 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2041 item->speed = 0; 1809 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1810 }
1811
2044 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1814 }
2047 } 1815 }
2048 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1817 drain_rod_charge (item);
2051 }
2052 } 1818 }
2053} 1819}
2054 1820
2055/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2056 */ 1822 */
2057void 1823bool
2058fire (object *op, int dir) 1824fire (object *op, int dir)
2059{ 1825{
2060 int spellcost = 0; 1826 int spellcost = 0;
2061 1827
2062 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2064 make_visible (op); 1830 make_visible (op);
2065 1831
2066 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;
2067 { 1838 }
2068 case range_none:
2069 return;
2070 1839
2071 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:
2072 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2073 return; 1857 break;
2074 1858
2075 case range_magic: /* Casting spells */ 1859 case SPELL:
2076 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);
2077 return; 1861 break;
2078 1862
2079 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:
2080 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2081 return; 1873 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1874 }
2109}
2110 1875
2111 1876 return true;
1877}
2112 1878
2113/* find_key 1879/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1884 * pl is the player,
2119 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2122 */ 1888 */
2123
2124object * 1889object *
2125find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2126{ 1891{
2127 object *tmp, *key; 1892 object *tmp, *key;
2128 1893
2129 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1895 if (!container->inv)
2131 return NULL; 1896 return 0;
2132 1897
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1900 {
2136 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1902 break;
2138 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2140 */ 1905 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1907 break;
2143 } 1908 }
1909
2144 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1913 * a key, return
2148 */ 1914 */
2149 if (!tmp) 1915 if (!tmp)
2150 { 1916 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1918 {
2153 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1921 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2157 return key; 1923 return key;
2158 } 1924 }
2159 } 1925 }
1926
2160 if (!tmp) 1927 if (!tmp)
2161 return NULL; 1928 return NULL;
2162 } 1929 }
1930
2163 /* 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,
2164 * see if we actually want to use it 1932 * see if we actually want to use it
2165 */ 1933 */
2166 if (pl != container) 1934 if (pl != container)
2167 { 1935 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1958 return NULL;
2191 } 1959 }
2192 } 1960 }
1961
2193 return tmp; 1962 return tmp;
2194} 1963}
2195 1964
2196/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1968 * 0 otherwise
2200 */ 1969 */
2201static int 1970static int
2202player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2203{ 1972{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2208 */ 1976 */
2209 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2210 1978
2211 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2212 if (key) 1980 if (key)
2213 { 1981 {
2214 object *container = key->env; 1982 object *container = key->env;
2215 1983
2216 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
2217 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2218 make_visible (op); 1987 make_visible (op);
1988
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2221 if (door->type == DOOR) 1992 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2226 { 1995 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1998 }
1999
2230 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2233 if (container != op) 2003 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2235 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2236 } 2007 }
2237 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2238 { 2009 {
2239 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2012 return 1;
2242 } 2013 }
2014
2243 return 0; 2015 return 0;
2244} 2016}
2245 2017
2246/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2251 */ 2023 */
2252 2024bool
2253void
2254move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2255{ 2026{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2027 int on_battleground;
2259 maptile *m;
2260 2028
2261 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2263 2031
2264 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 }
2265 2042
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2270 * 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
2271 * 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
2272 * 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
2273 * move_ob uses. 2050 * move_ob uses.
2274 */ 2051 */
2275 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);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2053
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2057 * on the space
2297 */ 2058 */
2298 while (tmp != NULL) 2059 object *mon;
2299 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2061 {
2301 { 2062 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2303 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2065 && mon != op)
2309 break; 2066 break;
2310 } 2067 }
2311 2068
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2070 return false; /* into a wall */
2320 2071
2321 if (mon->head != NULL)
2322 mon = mon->head; 2072 mon = mon->head_ ();
2323 2073
2324 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)
2325 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2326 return; 2079 return true;
2080 }
2327 2081
2328 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2087 * and thus will not push them.
2334 */ 2088 */
2335 2089
2336 /* 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
2337 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2339 */ 2093 */
2340 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2097 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2099 {
2350 /* 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 */
2351 if (op->contr->braced) 2101 if (op->contr->braced)
2352 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2353 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);
2354 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2355 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2112 make_visible (op);
2113
2357 return; 2114 return true;
2358 } 2115 }
2116 else
2117 return false;
2118 }
2359 2119
2360 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2362 * 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
2363 * attack them either. 2123 * attack them either.
2364 */ 2124 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2366 (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))
2367#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2368 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2129 && !on_battleground))
2370 && mon->contr-> 2130 {
2371 peaceful)) && 2131 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2132 {
2133 --op->speed_left;
2134
2377 if (!op->contr->braced) 2135 if (!op->contr->braced)
2378 { 2136 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2381 } 2139 }
2382 else 2140 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2142
2386 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2144 make_visible (op);
2388 }
2389 2145
2146 return true;
2147 }
2148 }
2390 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2391 * 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.
2392 */ 2151 */
2393 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)
2394 { 2155 {
2156 --op->speed_left;
2157
2395 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2397 make_visible (op); 2160 make_visible (op);
2398 }
2399 2161
2162 return true;
2163 }
2164 }
2400 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2401 * 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
2402 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2170 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2173 {
2410 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2175 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2419 2177
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2424 2179
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2439 make_visible (op); 2181 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2182
2444int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2445move_player (object *op, int dir) 2191move_player (object *op, int dir)
2446{ 2192{
2447 int pick; 2193 int pick;
2448 2194
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2196 return 0;
2451 2197
2452 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2454 { 2200 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2202 return 0;
2457 } 2203 }
2458 2204
2459 /* peterm: added following line */ 2205 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2208
2463 op->facing = dir; 2209 op->facing = dir;
2464 2210
2465 if (op->hide) 2211 if (op->hide)
2466 do_hidden_move (op); 2212 do_hidden_move (op);
2467 2213
2214 bool retval;
2215
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2217 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2471 fire (op, dir); 2219 retval = fire (op, dir);
2472 else 2220 else
2473 { 2221 {
2474 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2223 pick = check_pick (op);
2476 } 2224 }
2477 2225
2478 /* 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
2479 * server can handle repeat firing. 2227 * server can handle repeat firing.
2480 */ 2228 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2230 op->direction = dir;
2484 }
2485 else 2231 else
2486 {
2487 op->direction = 0; 2232 op->direction = 0;
2488 } 2233
2489 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2236 * for players.
2492 */ 2237 */
2493 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2494 return 0; 2239
2240 return retval;
2495} 2241}
2496 2242
2497/* 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
2498 * new client/server stuff. 2244 * new client/server stuff.
2499 * 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
2500 * the new speed values for commands. 2246 * the new speed values for commands.
2501 * 2247 *
2502 * 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.
2503 */ 2251 */
2504int 2252bool
2505handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2506{ 2254{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2256 {
2529 flee_player (op); 2257 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2258 {
2533 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2534 return 0; 2262 return true;
2535 } 2263 }
2264 else
2265 return false;
2536 } 2266 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2267
2546 /* 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
2547 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2270 * called, so we recheck it here.
2549 */ 2271 */
2550 HandleClient (op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2273 return true;
2553 2274
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2564 if (op->speed_left > 0) 2277
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 return 0; 2278 return false;
2570} 2279}
2571 2280
2572int 2281int
2573save_life (object *op) 2282save_life (object *op)
2574{ 2283{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2285 return 0;
2579 2286
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2289 {
2583 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);
2584 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));
2585 2292
2593 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2594 2301
2595 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2596 op->stats.food = 999; 2303 op->stats.food = 999;
2597 2304
2598 fix_player (op); 2305 op->update_stats ();
2599 return 1; 2306 return 1;
2600 } 2307 }
2308
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2312 return 0;
2605} 2313}
2610 * from. 2318 * from.
2611 */ 2319 */
2612void 2320void
2613remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2614{ 2322{
2615 object *next;
2616
2617 while (op) 2323 while (op)
2618 { 2324 {
2619 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' */
2620 * we remove object 'op' 2326
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2328 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2630 } 2333 }
2631 else if (op->inv) 2334 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2633 op = next; 2337 op = next;
2634 } 2338 }
2635} 2339}
2636
2637 2340
2638/* 2341/*
2639 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2358 else
2656 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2362 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2660 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);
2661 else 2365 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2369 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2666 { 2371 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2374 strcat (buf2, buf);
2670 } 2375 }
2376
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2674 return buf2; 2381 return buf2;
2675} 2382}
2676
2677
2678 2383
2679void 2384void
2680do_some_living (object *op) 2385do_some_living (object *op)
2681{ 2386{
2682 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2393 int rate_grace = 2000;
2689 const int max_hp = 1; 2394 const int max_hp = 1;
2690 const int max_sp = 1; 2395 const int max_sp = 1;
2691 const int max_grace = 1; 2396 const int max_grace = 1;
2692 2397
2693 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2416
2700 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2701 { 2418 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2423 else
2708 { 2424 {
2709 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2427 }
2428
2712 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2431 else
2715 { 2432 {
2716 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2435 }
2436
2719 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2439 else
2722 { 2440 {
2723 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2443 }
2726 2444
2727 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2729 { 2447 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2732 { 2450 {
2733 op->stats.sp++; 2451 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2459 op->stats.food = last_food;
2742 } 2460 }
2743 } 2461 }
2462
2744 if (max_sp > 1) 2463 if (max_sp > 1)
2745 { 2464 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2466 if (over_sp > 0)
2748 { 2467 {
2749 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2750 { 2469 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2752 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))
2753 op->stats.sp--; 2473 op->stats.sp--;
2474
2754 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2756 } 2477 }
2757 op->last_sp = 0; 2478 op->last_sp = 0;
2758 } 2479 }
2759 else 2480 else
2760 {
2761 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);
2762 }
2763 } 2482 }
2764 else 2483 else
2765 {
2766 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);
2767 }
2768 } 2485 }
2769 2486
2770 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2773 { 2490 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2776 if (max_grace > 1) 2494 if (max_grace > 1)
2777 { 2495 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2497 if (over_grace > 0)
2780 { 2498 {
2808 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2528 op->stats.food = last_food;
2811 } 2529 }
2812 } 2530 }
2531
2813 if (max_hp > 1) 2532 if (max_hp > 1)
2814 { 2533 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2535 if (over_hp > 0)
2817 { 2536 {
2830 } 2549 }
2831 2550
2832 /* Digestion */ 2551 /* Digestion */
2833 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2834 { 2553 {
2835#ifdef COZY_SERVER
2836 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2837 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2838#else
2839 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;
2840#endif
2841 2555
2842 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2558 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2846 /* dms do not consume food */ 2561 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2563 op->stats.food--;
2849 } 2564 }
2850 }
2851 2565
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2567 {
2854 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2855 2569
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 { 2571 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2861 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2579 break;
2866 } 2580 }
2867 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2868 flesh = tmp; 2582 flesh = tmp;
2869 } /* End if paid for object */ 2583 } /* End if paid for object */
2870 } /* end of for loop */ 2584 } /* end of for loop */
2585
2871 /* 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
2872 * eat flesh instead. 2587 * eat flesh instead.
2873 */ 2588 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2590 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2878 } 2593 }
2879 } /* end if player is starving */ 2594 }
2880 2595
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2883 2598
2884 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))
2885 kill_player (op); 2600 kill_player (op);
2601 }
2886} 2602}
2887
2888
2889 2603
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2607 * file.
2923 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!");
2924 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...");
2925 2639
2926 /* restore player */ 2640 /* restore player */
2927 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2643 {
2931 tmp->destroy (); 2644 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2646 }
2934 2647
2935 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2650 {
2939 tmp->destroy (); 2651 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2653 }
2942 2654
2944 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2658 op->stats.food = 999;
2947 2659
2948 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2662 {
2952 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2664 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2668 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2672 }
2963 2673
2964 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2676 op->contr->braced = 0;
2971 2681
2972 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2973 2683
2974 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2975 { 2685 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2985 } 2688 }
2986 else 2689 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2996 } 2691
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2693
2999 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3000 x = op->x; 2695 x = op->x;
3001 y = op->y; 2696 y = op->y;
3002 map = op->map; 2697 map = op->map;
3003 2698
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2702 */
3011 2703
3012 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2706 * of death.
3015 */ 2707 */
3016#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3018 { 2710 {
3019 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2713 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2716 little bit harder. */
3025 /* GD */ 2717 /* GD */
3026 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2719 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2720 else
3032 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3033 num_stats_lose = 1; 2724 num_stats_lose = 1;
3034 } 2725
3035 lost_a_stat = 0; 2726 lost_a_stat = 0;
3036 2727
3037 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3038 { 2729 {
3039 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3040 2731
3041 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)
3042 { 2752 {
3043 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3044 * what he lost. 2754 insert_ob_in_ob (dep, op);
3045 */
3046 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 lost_a_stat = 1;
3052 } 2755 }
3053 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3054 { 2758 {
3055 /* deplete a stat */ 2759 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3057 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3058 2762 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2763 {
3062 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3064 } 2766
3065 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2773 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2774 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2776 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2777 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2778 else
3107 if (this_stat >= -50)
3108 { 2779 {
3109 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2785 }
3115 } 2786 }
3116 } 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 }
3117 } 2806 }
2807 }
2808 }
3118 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2810 if (!lost_a_stat)
3120 { 2811 {
3121 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3124 2815
3125 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2818 else
3128 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.");
3129 } 2820 }
3130#else 2821#else
3131 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.");
3132#endif 2823#endif
3133 2824
3134 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2826 * exp loss on the stone.
3136 */ 2827 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2830 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2834 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2837
3147 /**************************************/ 2838 /**************************************/
3148 /* */ 2839 /* */
3149 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3152 /* */ 2843 /* */
3153 /**************************************/ 2844 /**************************************/
3154 2845
3155 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2847 /* restore player */
3157 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3159 2850
3160 if (tmp) 2851 if (tmp)
3161 { 2852 {
3162 tmp->destroy (); 2853 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2855 }
3165 2856
3166 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2859 if (tmp)
3169 { 2860 {
3170 tmp->destroy (); 2861 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2863 }
3173 2864
3174 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3175 2866
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3179 op->stats.food = 900; 2870 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2874
3184 /* 2875 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3187 * in the map. 2878 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3192 2880
3193 /****************************************/ 2881 /****************************************/
3194 /* */ 2882 /* */
3195 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3197 /* */ 2885 /* */
3198 /****************************************/ 2886 /****************************************/
3199 2887
3200 enter_player_savebed (op); 2888 enter_player_savebed (op);
3201 2889
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2890 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2891
3208 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2895 * on the space that might harm the player.
3212 */ 2896 */
3213 will_kill_again = 0; 2897 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3217 2901
3218 if (will_kill_again) 2902 if (will_kill_again)
3219 { 2903 {
3220 object *force; 2904 object *force;
3221 int at; 2905 int at;
3222 2906
3223 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2909 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2914 force->resist[at] = 100;
3231 2915
3232 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3233 fix_player (op); 2917 op->update_stats ();
3234 2918
3235 } 2919 }
3236 2920
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2922}
3306
3307 2923
3308void 2924void
3309loot_object (object *op) 2925loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3312 2928
3313 if (op->container) 2929 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2930
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3319 { 2932 {
3320 next = tmp->below; 2933 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3322 continue; 2936 continue;
2937
3323 tmp->remove (); 2938 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3325 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2943
3328 }
3329 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))))
3330 { 2945 {
3331 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3332 { 2947 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2949 tmp2->destroy ();
3345/* 2960/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2963 * was changed.
3349 */ 2964 */
3350
3351void 2965void
3352fix_weight (void) 2966fix_weight (void)
3353{ 2967{
3354 player *pl; 2968 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2969 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 2971
3360 if (old == sum) 2972 if (old == sum)
3361 continue; 2973 continue;
3362 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3363 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);
3364 } 2976 }
3365} 2977}
3366 2978
3367void 2979void
3368fix_luck (void) 2980fix_luck (void)
3369{ 2981{
3370 player *pl; 2982 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3375} 2985}
3376
3377 2986
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3381 */ 2990 */
3382
3383void 2991void
3384cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3385{ 2993{
3386 object *skop, *spob; 2994 object *skop, *spob;
3387 2995
3421 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3422 { 3030 {
3423 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3425 } 3033 }
3034
3426 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3427} 3036}
3428 3037
3429int 3038int
3430is_true_undead (object *op) 3039is_true_undead (object *op)
3431{ 3040{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3435 return 1; 3042 return 1;
3436 3043
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3044 return 0;
3443} 3045}
3444 3046
3445/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3488/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3489 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3490 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3491 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3492 */ 3094 */
3493
3494void 3095void
3495do_hidden_move (object *op) 3096do_hidden_move (object *op)
3496{ 3097{
3497 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3498 object *skop; 3099 object *skop;
3502 3103
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3105
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3509 { 3109 {
3510 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!");
3511 make_visible (op); 3111 make_visible (op);
3512 return; 3112 return;
3513 } 3113 }
3514 else 3114 else
3515 num += 20; 3115 num += 20;
3516 } 3116
3517 num += op->map->difficulty; 3117 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3119 num -= hide;
3120
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3122 {
3522 make_visible (op); 3123 make_visible (op);
3523 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3524 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!");
3525 } 3126 }
3526 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3129}
3531 3130
3532/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3533 3132
3534int 3133int
3561 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3562 continue; 3161 continue;
3563 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)))
3564 continue; 3163 continue;
3565 3164
3566 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)
3567 { 3166 {
3568 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))
3569 return 1; 3168 return 1;
3570 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3571 { 3170 {
3601 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3602 { 3201 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3203 return -1;
3605 } 3204 }
3205
3606 if (!pl || !op) 3206 if (!pl || !op)
3607 return 0; 3207 return 0;
3608 3208
3609 if (op->head)
3610 {
3611 op = op->head; 3209 op = op->head_ ();
3612 } 3210
3613 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3614 3212
3615 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3214 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3618 * a blocked los square. 3216 * a blocked los square.
3619 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3620 */ 3218 */
3621 while (op) 3219 while (op)
3622 { 3220 {
3623 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3624 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3625 3223
3626 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3226 * for any meaningful values.
3629 */ 3227 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3231 return 1;
3634 op = op->more; 3232 op = op->more;
3635 } 3233 }
3636 return 0; 3234 return 0;
3637} 3235}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3333 int i = 0, j = 0;
3736 3334
3737 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3746 3344
3747 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3748 return; 3346 return;
3749 3347
3750 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++);
3751 3349
3752 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3753 { 3351 {
3754 /* 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]); */
3755 return; 3353 return;
3756 } 3354 }
3757 3355
3758 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3759 item = &(tr->item->clone); 3357 item = tr->item;
3760 3358
3761 if (item->type == SPELL) 3359 if (item->type == SPELL)
3762 { 3360 {
3763 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3764 return; 3362 return;
3823 { 3421 {
3824 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3423 object *skin;
3826 3424
3827 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 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
3829 if (skin == NULL) 3430 if (!skin)
3830 return; 3431 return;
3831 3432
3832 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3435 {
3879 * not readied. 3480 * not readied.
3880 */ 3481 */
3881void 3482void
3882player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3883{ 3484{
3884 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3885 3487
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3887 { 3489 pl->combat_ob = 0;
3490
3888 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3889 { 3492 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines