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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 25#include <sproto.h>
36#endif
37#include <sounds.h> 26#include <sounds.h>
38#include <living.h> 27#include <living.h>
39#include <object.h> 28#include <object.h>
40#include <spells.h> 29#include <spells.h>
41#include <skills.h> 30#include <skills.h>
42#include <newclient.h>
43 31
44#ifdef COZY_SERVER 32#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 33#include <functional>
46#endif
47 34
48player * 35playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 36
87void 37void
88display_motd (const object *op) 38display_motd (const object *op)
89{ 39{
90 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
93 int comp; 43 int comp;
94 int size; 44 int size;
95 45
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 48 return;
100 } 49
101 motd[0] = '\0'; 50 motd[0] = '\0';
102 size = 0; 51 size = 0;
52
103 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
104 { 54 {
105 if (*buf == '#') 55 if (*buf == '#')
106 continue; 56 continue;
57
107 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 59 size += strlen (buf);
109 } 60 }
61
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
112} 64}
113 65
114void 66void
120 int comp; 72 int comp;
121 int size; 73 int size;
122 74
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 77 return;
127 } 78
128 rules[0] = '\0'; 79 rules[0] = '\0';
129 size = 0; 80 size = 0;
81
130 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
131 { 83 {
132 if (*buf == '#') 84 if (*buf == '#')
133 continue; 85 continue;
86
134 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
135 { 88 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 90 break;
138 } 91 }
92
139 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 94 size += strlen (buf);
141 } 95 }
96
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
144} 99}
145 100
146void 101void
154 int size; 109 int size;
155 110
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 113 return;
114
159 news[0] = '\0'; 115 news[0] = '\0';
160 subject[0] = '\0'; 116 subject[0] = '\0';
161 size = 0; 117 size = 0;
118
162 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
163 { 120 {
164 if (*buf == '#') 121 if (*buf == '#')
165 continue; 122 continue;
123
166 if (*buf == '%') 124 if (*buf == '%')
167 { /* send one news */ 125 { /* send one news */
168 if (size > 0) 126 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 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 */
128
170 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
171 strip_endline (subject); 130 strip_endline (subject);
172 size = 0; 131 size = 0;
173 news[0] = '\0'; 132 news[0] = '\0';
174 } 133 }
183 size += strlen (buf); 142 size += strlen (buf);
184 } 143 }
185 } 144 }
186 145
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 149}
317 150
318/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
319static void 152static void
320set_first_map (object *op) 153set_first_map (object *op)
321{ 154{
322 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
323 op->x = -1; 156 op->x = -1;
324 op->y = -1; 157 op->y = -1;
325 enter_exit (op, NULL);
326} 158}
327 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
328/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
330 * mode. 380 * mode.
331 */ 381 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
337 386
338 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 388
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 393 set_first_map (pl->ob);
350 394
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 395 return pl;
358} 396}
359 397
360/* 398/*
361 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
364 */ 402 */
365archetype * 403archetype *
366get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
367{ 405{
368 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 407
370 for (;;) 408 for (;;)
371 { 409 {
372 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
373 at = first_archetype; 411 i = archetypes.begin ();
374 else 412 else if (*i == at)
375 at = at->next; 413 cleanup ("not a single player archetype found");
414
376 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
377 return at; 416 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 417 }
384} 418}
385
386 419
387object * 420object *
388get_nearest_player (object *mon) 421get_nearest_player (object *mon)
389{ 422{
390 object *op = NULL; 423 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 424 objectlink *ol;
393 unsigned lastdist; 425 unsigned lastdist;
394 rv_vector rv; 426 rv_vector rv;
395 427
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 429 {
398 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 437 object *tmp = ol->ob;
406 438
407 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 440 * itself will have been cleared.
409 */ 441 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
411 ol = ol->next; 444 ol = ol->next;
412 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
413 if (!ol) 446 if (!ol)
414 return op; 447 return op;
415 } 448 }
428 { 461 {
429 op = ol->ob; 462 op = ol->ob;
430 lastdist = rv.distance; 463 lastdist = rv.distance;
431 } 464 }
432 } 465 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 466
434 { 467 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
439 { 470 {
440 op = pl->ob; 471 op = pl->ob;
441 lastdist = rv.distance; 472 lastdist = rv.distance;
442 } 473 }
443 } 474
444 }
445#if 0 475#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 477#endif
448 return op; 478 return op;
449} 479}
467 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 499 * is probably not a good thing.
470 */ 500 */
471#define MAX_SPACES 50 501#define MAX_SPACES 50
472
473 502
474/* 503/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 525path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 526{
498 rv_vector rv; 527 rv_vector rv;
499 sint16 x, y; 528 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 530 maptile *m, *lastmap;
502 531
503 get_rangevector (mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
504 533
505 if (rv.distance < mindiff) 534 if (rv.distance < mindiff)
506 return 0; 535 return 0;
508 x = mon->x; 537 x = mon->x;
509 y = mon->y; 538 y = mon->y;
510 m = mon->map; 539 m = mon->map;
511 dir = rv.direction; 540 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
514 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 545 if (diff > max)
516 return 0; 546 return 0;
547
517 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
518 { 549 {
519 lastx = x; 550 lastx = x;
520 lasty = y; 551 lasty = y;
521 lastmap = m; 552 lastmap = m;
603 max--; 634 max--;
604 lastdir = dir; 635 lastdir = dir;
605 if (!firstdir) 636 if (!firstdir)
606 firstdir = dir; 637 firstdir = dir;
607 } 638 }
639
608 if (diff <= 1) 640 if (diff <= 1)
609 { 641 {
610 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 643 * headed toward player for entire distance.
612 */ 644 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 647 }
648
616 if (diff > max) 649 if (diff > max)
617 return 0; 650 return 0;
618 } 651 }
652
619 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
620 if (!max) 654 if (!max)
621 return 0; 655 return 0;
622 656
623 return firstdir; 657 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 688 {
655 remove_ob (op); 689 op->destroy ();
656 free_object (op);
657 continue; 690 continue;
658 } 691 }
659 } 692 }
660 693
661 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
673 break; 706 break;
674 707
675 if (tmp) 708 if (tmp)
676 { 709 {
677 remove_ob (op); 710 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 712 continue;
681 } 713 }
714
682 if (op->nrof > 1) 715 if (op->nrof > 1)
683 op->nrof = 1; 716 op->nrof = 1;
684 } 717 }
685 718
686 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 733 }
701 if (op->type == SPELL) 734 if (op->type == SPELL)
702 { 735 {
703 remove_ob (op); 736 op->destroy ();
704 free_object (op);
705 continue; 737 continue;
706 } 738 }
707 else if (op->type == SKILL) 739 else if (op->type == SKILL)
708 { 740 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
719 link_player_skills (pl); 751 link_player_skills (pl);
720} 752}
721 753
722void 754void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
808{ 756{
809 if (party == NULL) 757 if (party == NULL)
810 { 758 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 760 return;
813 } 761 }
762
814 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 767}
819
820 768
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 770static int
823roll_stat (void) 771roll_stat (void)
824{ 772{
825 int a[4], i, j, k; 773 int a[4], i, j, k;
826 774
827 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
829 777
830 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 779 if (a[i] < k)
832 k = a[i], j = i; 780 k = a[i], j = i;
833 781
834 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 783 if (i != j)
837 k += a[i]; 784 k += a[i];
838 } 785
839 return k; 786 return k;
840} 787}
841 788
842void 789void
843roll_stats (object *op) 790object::roll_stats ()
844{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
845 int sum = 0; 796 int sum = 0;
846 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
848 799
849 do 800 if (sum >= 82 && sum <= 116)
801 break;
850 { 802 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 803
862 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 806
871 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
872 do 808 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 809
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 810 stats.exp = 0;
907 op->stats.ac = 0; 811 stats.ac = 0;
908 812
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
917 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
918} 825}
919 826
920void 827void
921Roll_Again (object *op) 828object::swap_stats (int a, int b)
922{ 829{
923 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 831
928void 832 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
930{ 859{
931 signed char tmp;
932 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
933 861
934 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 866}
1049 867
1050/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1054 * not the class. 872 * not the class.
1055 */ 873 */
1056 874void
1057int 875player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 876{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1076 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1078 886
1079 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1080 888
1081 if (op->msg) 889 if (ob->msg)
1082 op->msg = NULL; 890 ob->msg = 0;
1083 891
1084 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1085 * to save here. 893 * to save here.
1086 */ 894 */
895 {
896 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1089 900
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 901 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 904 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1098 fix_player (op); 906 ob->update_stats ();
1099 907
1100 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1101 * is one for this race 909 * is one for this race
1102 */ 910 */
1103 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1104 { 912 {
1105 object *tmp; 913 object *tmp;
1106 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1107 915
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1109 tmp = get_object (); 917 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1115 * default initial map */ 923 * default initial map */
1116 free_object (tmp); 924 tmp->destroy ();
1117 } 925 }
1118 else 926 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 928}
1122 return 0;
1123 }
1124 929
930void
931player::chargen_race_next ()
932{
1125 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1127 */ 935 */
1128 936
1129 tmp_loop = 0; 937 do
1130 while (!tmp_loop)
1131 { 938 {
1132 shstr name = op->name; 939 shstr name = ob->name;
1133 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1134 941
1135 remove_statbonus (op); 942 ob->remove_statbonus ();
1136 remove_ob (op); 943 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1139 op->instantiate (); 946 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1142 op->x = x; 949 ob->x = x;
1143 op->y = y; 950 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 953 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 954 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 955 }
956 while (!allowed_class (ob));
957
1151 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 960 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 963 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 964}
1210 965
1211void 966void
1212flee_player (object *op) 967flee_player (object *op)
1213{ 968{
1243 { 998 {
1244 op->enemy = NULL; 999 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1001 return;
1247 } 1002 }
1003
1248 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1249 1005
1250 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1252 { 1008 {
1253 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1254 1010
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1012 return;
1258 }
1259 } 1013 }
1014
1260 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1017 op->enemy = NULL;
1263} 1018}
1264 1019
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1022 * stop.
1269 */ 1023 */
1270int 1024int
1271check_pick (object *op) 1025check_pick (object *op)
1272{ 1026{
1273 object *tmp, *next; 1027 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1028 int stop = 0;
1276 int j, k, wvratio; 1029 int wvratio;
1277 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1278
1279 1031
1280 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1282 return 1; 1034 return 1;
1283 1035
1284 op_tag = op->count;
1285
1286 next = op->below; 1036 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1037
1290 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1039 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1293 { 1041 {
1294 tmp = next; 1042 tmp = next;
1295 next = tmp->below; 1043 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1044
1299 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1300 return 0; 1046 return 0;
1301 1047
1302 if (!can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1303 continue; 1049 continue;
1304 1050
1312 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1059 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1060 {
1315 switch (op->contr->mode) 1061 switch (op->contr->mode)
1316 { 1062 {
1317 case 0: 1063 case 0:
1318 return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1319 case 1: 1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1082 pick_up (op, tmp);
1321 return 1; 1083 break;
1084
1322 case 2: 1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1087 pick_up (op, tmp);
1324 return 0; 1088 break;
1325 case 3: 1089
1326 return 0; /* stop before pickup */ 1090 default:
1327 case 4: 1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1094 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1095 }
1350 } 1096 }
1351 else 1097 else
1352 { /* old model */ 1098 { /* old model */
1353 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1357 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1106 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1111 }
1112
1394 /* philosophy: 1113 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1118 * example.
1400 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1439 { 1158 {
1440 pick_up (op, tmp); 1159 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1160 continue;
1444 } 1161 }
1162
1445 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1165 {
1448 pick_up (op, tmp); 1166 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1167 continue;
1452 } 1168 }
1453 1169
1454 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1456 { 1172 {
1457 pick_up (op, tmp); 1173 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1174 continue;
1461 } 1175 }
1462 1176
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1466 { 1180 {
1467 pick_up (op, tmp); 1181 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1182 continue;
1471 } 1183 }
1184
1472 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1474 { 1187 {
1475 pick_up (op, tmp); 1188 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1189 continue;
1479 } 1190 }
1191
1480 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1194 {
1483 pick_up (op, tmp); 1195 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1196 continue;
1487 } 1197 }
1488 1198
1489 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1202 {
1493 pick_up (op, tmp); 1203 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1204 continue;
1497 } 1205 }
1498 1206
1499 /* pick up all magical items */ 1207 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1210 {
1503 pick_up (op, tmp); 1211 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1212 continue;
1507 } 1213 }
1508 1214
1509 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1510 { 1216 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1218 {
1513 pick_up (op, tmp); 1219 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1220 continue;
1517 } 1221 }
1518 } 1222 }
1519 1223
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1227 {
1524 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1525 if (0) 1230 }
1526 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1527 continue; 1237 continue;
1528 } 1238 }
1529 1239
1530 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1533 { 1243 {
1534 pick_up (op, tmp); 1244 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1245 continue;
1538 } 1246 }
1247
1539 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1541 { 1250 {
1542 pick_up (op, tmp); 1251 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1252 continue;
1546 } 1253 }
1547 1254
1548 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1551 { 1258 {
1552 pick_up (op, tmp); 1259 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1260 continue;
1556 } 1261 }
1262
1557 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1559 { 1265 {
1560 pick_up (op, tmp); 1266 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1267 continue;
1564 } 1268 }
1269
1565 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1567 { 1272 {
1568 pick_up (op, tmp); 1273 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1274 continue;
1572 } 1275 }
1276
1573 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1575 { 1279 {
1576 pick_up (op, tmp); 1280 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1281 continue;
1580 } 1282 }
1283
1581 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1583 { 1286 {
1584 pick_up (op, tmp); 1287 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1288 continue;
1588 } 1289 }
1290
1589 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1591 { 1293 {
1592 pick_up (op, tmp); 1294 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1295 continue;
1596 } 1296 }
1597 1297
1598 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1301 {
1602 pick_up (op, tmp); 1302 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1303 continue;
1606 } 1304 }
1607 1305
1608 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1610 { 1308 {
1611 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1612 { 1310 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1313 {
1616 pick_up (op, tmp); 1314 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1315 continue;
1620 } 1316 }
1621 } 1317 }
1318
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1320 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1625 { 1322 {
1626 pick_up (op, tmp); 1323 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1324 continue;
1630 } 1325 }
1631 } 1326 }
1632 } 1327 }
1633 1328
1634 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1332 {
1638 pick_up (op, tmp); 1333 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1334 continue;
1642 } 1335 }
1643 1336
1644 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1338 * pickups */
1658 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1659 { 1352 {
1660 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1661 } 1354 }
1662 else 1355 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666#endif 1359#endif
1667 continue; 1360 continue;
1668 } 1361 }
1669 } 1362 }
1670 } /* the new pickup model */ 1363 } /* the new pickup model */
1671 } 1364 }
1365
1672 return !stop; 1366 return !stop;
1673} 1367}
1674 1368
1675/* 1369/*
1676 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1678 * found object is returned. 1372 * found object is returned.
1679 */ 1373 */
1680object * 1374object *
1681find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1682{ 1376{
1683 object *tmp = NULL; 1377 object *tmp = 0;
1684 1378
1685 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1689 return op; 1383 return op;
1384
1690 return tmp; 1385 return tmp;
1691} 1386}
1692 1387
1693/* 1388/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1393 */
1699
1700object * 1394object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1396{
1703 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1737 else 1431 else
1738 { 1432 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1434 {
1741 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1438 {
1745 tmp = arrow; 1439 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1441 }
1748 } 1442 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1444 {
1751 tmp = arrow; 1445 tmp = arrow;
1770 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1465 * op = the shooter
1772 * type = bow->race 1466 * type = bow->race
1773 * dir = fire direction 1467 * dir = fire direction
1774 */ 1468 */
1775
1776object * 1469object *
1777pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1778{ 1471{
1779 object *tmp = NULL; 1472 object *tmp = NULL;
1780 mapstruct *m; 1473 maptile *m;
1781 int i, mflags, found, number; 1474 int i, mflags, found, number;
1782 sint16 x, y; 1475 sint16 x, y;
1783 1476
1784 if (op->map == NULL) 1477 if (op->map == NULL)
1785 return find_arrow (op, type); 1478 return find_arrow (op, type);
1845 */ 1538 */
1846int 1539int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1541{
1849 object *left, *bow; 1542 object *left, *bow;
1850 tag_t left_tag, tag; 1543 int mflags;
1851 int bowspeed, mflags; 1544 maptile *m;
1852 mapstruct *m;
1853 1545
1854 if (!dir) 1546 if (!dir)
1855 { 1547 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1549 return 0;
1858 } 1550 }
1859 if (op->type == PLAYER) 1551
1860 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1861 else 1554 else
1862 { 1555 {
1863 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1563 if (!bow)
1871 { 1564 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1566 return 0;
1874 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1875 } 1576 }
1577
1876 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1877 { 1579 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1581 return 0;
1880 } 1582 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1583
1890 if (arrow == NULL) 1584 if (arrow == NULL)
1891 { 1585 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1587 {
1894 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1591 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1899 return 0; 1594 return 0;
1900 } 1595 }
1901 } 1596 }
1597
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1600 return 0;
1906 } 1601
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1603 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1605 return 0;
1911 } 1606 }
1912 1607
1913 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1915 { 1610 {
1916 remove_ob (arrow); 1611 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1612 return 0;
1919 } 1613 }
1920 1614
1921 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1617 if (!arrow)
1925 { 1618 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1620 return 0;
1928 } 1621 }
1929 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1625 arrow->direction = dir;
1933 arrow->x = sx; 1626
1934 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1659
1936 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1937 { 1661 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1971 } 1669 }
1972 else 1670 else
1973 { 1671 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1672 arrow->level = op->level;
1977 } 1673 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1979 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1679 }
1981 arrow->slaying = bow->slaying;
1982 1680
1983 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1687
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1690
1991 if (!was_destroyed (arrow, tag)) 1691 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1692 move_arrow (arrow);
1993 1693
1994 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1995 { 1695 {
1996 if (was_destroyed (left, left_tag)) 1696 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1998 else 1698 else
1999 esrv_send_item (op, left); 1699 esrv_send_item (op, left);
2000 } 1700 }
1701
2001 return 1; 1702 return 1;
2002} 1703}
2003 1704
2004/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1706 * account the special fire modes players can have
2013{ 1714{
2014 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2015 1716
2016 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2017 { 1718 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1720 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1722 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1724 wcmod = -1;
1725
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1727 }
2026 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2027 { 1729 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1735 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 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);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1739 }
2039 else 1740 else
2040 { 1741 {
2041 /* Simple case */ 1742 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1744 }
1745
2044 return ret; 1746 return ret;
2045} 1747}
2046
2047 1748
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2050 */ 1751 */
2051void 1752void
2052fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2053{ 1754{
2054 object *item; 1755 object *item = op->contr->ranged_ob;
2055 1756
2056 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2057 { 1758 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1760 return;
2060 } 1761 }
2061 1762
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1763 if (!item->inv)
2064 { 1764 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1766 return;
2067 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2068 if (item->type == WAND) 1772 if (item->type == WAND)
2069 { 1773 {
2070 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2071 { 1775 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2074 return; 1779 return;
2075 } 1780 }
2076 } 1781 }
2077 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2078 { 1783 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1785 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2082 if (item->type == ROD) 1788 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1790 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2086 return; 1793 return;
2087 } 1794 }
2088 } 1795 }
2089 1796
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2097 object *tmp; 1804 object *tmp;
2098 1805
2099 if (item->arch) 1806 if (item->arch)
2100 { 1807 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2103 item->speed = 0; 1810 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1811 }
1812
2106 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1815 }
2109 } 1816 }
2110 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1818 drain_rod_charge (item);
2113 }
2114 } 1819 }
2115} 1820}
2116 1821
2117/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2118 */ 1823 */
2119void 1824bool
2120fire (object *op, int dir) 1825fire (object *op, int dir)
2121{ 1826{
2122 int spellcost = 0; 1827 int spellcost = 0;
2123 1828
2124 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2126 make_visible (op); 1831 make_visible (op);
2127 1832
2128 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2129 { 1839 }
2130 case range_none:
2131 return;
2132 1840
2133 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2134 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2135 return; 1858 break;
2136 1859
2137 case range_magic: /* Casting spells */ 1860 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1862 break;
2140 1863
2141 case range_misc: 1864 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1865 apply_map_builder (op, dir);
2167 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
2168 default: 1872 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1873 fire_misc_object (op, dir);
2170 return; 1874 break;
2171 } 1875 }
2172}
2173 1876
2174 1877 return true;
1878}
2175 1879
2176/* find_key 1880/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1885 * pl is the player,
2182 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2185 */ 1889 */
2186
2187object * 1890object *
2188find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2189{ 1892{
2190 object *tmp, *key; 1893 object *tmp, *key;
2191 1894
2192 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1896 if (!container->inv)
2194 return NULL; 1897 return 0;
2195 1898
2196 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1901 {
2199 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1903 break;
2201 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2203 */ 1906 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1908 break;
2206 } 1909 }
1910
2207 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1914 * a key, return
2211 */ 1915 */
2212 if (!tmp) 1916 if (!tmp)
2213 { 1917 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1919 {
2216 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1922 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2220 return key; 1924 return key;
2221 } 1925 }
2222 } 1926 }
1927
2223 if (!tmp) 1928 if (!tmp)
2224 return NULL; 1929 return NULL;
2225 } 1930 }
1931
2226 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1933 * see if we actually want to use it
2228 */ 1934 */
2229 if (pl != container) 1935 if (pl != container)
2230 { 1936 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1959 return NULL;
2254 } 1960 }
2255 } 1961 }
1962
2256 return tmp; 1963 return tmp;
2257} 1964}
2258 1965
2259/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1969 * 0 otherwise
2263 */ 1970 */
2264static int 1971static int
2265player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2266{ 1973{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2271 */ 1977 */
2272 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2273 1979
2274 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2275 if (key) 1981 if (key)
2276 { 1982 {
2277 object *container = key->env; 1983 object *container = key->env;
2278 1984
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
2280 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2281 make_visible (op); 1988 make_visible (op);
1989
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2284 if (door->type == DOOR) 1993 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2289 { 1996 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1999 }
2000
2293 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2296 if (container != op) 2004 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2298 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2299 } 2008 }
2300 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2301 { 2010 {
2302 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2013 return 1;
2305 } 2014 }
2015
2306 return 0; 2016 return 0;
2307} 2017}
2308 2018
2309/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2314 */ 2024 */
2315 2025bool
2316void
2317move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2318{ 2027{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2028 int on_battleground;
2322 mapstruct *m;
2323 2029
2324 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2326 2032
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2328 2043
2329 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2051 * move_ob uses.
2337 */ 2052 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 maptile *m = op->map->xy_find (nx, ny);
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348 2054
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2058 * on the space
2360 */ 2059 */
2361 while (tmp != NULL) 2060 object *mon;
2362 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2363 if (tmp == op) 2062 {
2364 { 2063 if ((mon->flag [FLAG_ALIVE]
2365 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2366 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp; 2066 && mon != op)
2371 break; 2067 break;
2372 } 2068 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 2069
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2071 return false; /* into a wall */
2380 2072
2381 if (mon->head != NULL)
2382 mon = mon->head; 2073 mon = mon->head_ ();
2383 2074
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2385 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2386 return; 2080 return true;
2081 }
2387 2082
2388 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them. 2088 * and thus will not push them.
2394 */ 2089 */
2395 2090
2396 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2399 */ 2094 */
2400 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2401#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2098 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2100 {
2410 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2102 if (op->contr->braced)
2412 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2415 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2113 make_visible (op);
2114
2417 return; 2115 return true;
2418 } 2116 }
2117 else
2118 return false;
2119 }
2419 2120
2420 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2124 * attack them either.
2424 */ 2125 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2428 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2130 && !on_battleground))
2430 && mon->contr-> 2131 {
2431 peaceful)) && 2132 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2133 {
2134 --op->speed_left;
2135
2437 if (!op->contr->braced) 2136 if (!op->contr->braced)
2438 { 2137 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2441 } 2140 }
2442 else 2141 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2143
2446 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2145 make_visible (op);
2448 }
2449 2146
2147 return true;
2148 }
2149 }
2450 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2152 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2454 { 2156 {
2157 --op->speed_left;
2158
2455 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2457 make_visible (op); 2161 make_visible (op);
2458 }
2459 2162
2163 return true;
2164 }
2165 }
2460 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2171 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2174 {
2470 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2176 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2479 2178
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2484 2180
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2499 make_visible (op); 2182 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2183
2504int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2505move_player (object *op, int dir) 2192move_player (object *op, int dir)
2506{ 2193{
2507 int pick; 2194 int pick;
2508 2195
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2197 return 0;
2511 2198
2512 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2514 { 2201 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2203 return 0;
2517 } 2204 }
2518 2205
2519 /* peterm: added following line */ 2206 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2209
2523 op->facing = dir; 2210 op->facing = dir;
2524 2211
2525 if (op->hide) 2212 if (op->hide)
2526 do_hidden_move (op); 2213 do_hidden_move (op);
2527 2214
2215 bool retval;
2216
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2218 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2531 fire (op, dir); 2220 retval = fire (op, dir);
2532 else 2221 else
2533 { 2222 {
2534 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2224 pick = check_pick (op);
2536 } 2225 }
2537 2226
2538 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2228 * server can handle repeat firing.
2540 */ 2229 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2231 op->direction = dir;
2544 }
2545 else 2232 else
2546 {
2547 op->direction = 0; 2233 op->direction = 0;
2548 } 2234
2549 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2237 * for players.
2552 */ 2238 */
2553 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2554 return 0; 2240
2241 return retval;
2555} 2242}
2556 2243
2557/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2245 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2247 * the new speed values for commands.
2561 * 2248 *
2562 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2563 */ 2252 */
2564int 2253bool
2565handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2566{ 2255{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2257 {
2589 flee_player (op); 2258 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2259 {
2593 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2594 return 0; 2263 return true;
2595 } 2264 }
2596 } 2265 else
2597 2266 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2267 }
2609 2268
2610 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2271 * called, so we recheck it here.
2613 */ 2272 */
2614 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2274 return true;
2617 2275
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2278
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2279 return false;
2634} 2280}
2635 2281
2636int 2282int
2637save_life (object *op) 2283save_life (object *op)
2638{ 2284{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2286 return 0;
2643 2287
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2290 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293
2649 if (op->contr) 2294 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2296
2652 free_object (tmp); 2297 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2654 if (op->stats.hp < 0) 2300 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2656 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2657 op->stats.food = 999; 2304 op->stats.food = 999;
2658 fix_player (op); 2305
2306 op->update_stats ();
2659 return 1; 2307 return 1;
2660 } 2308 }
2309
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2313 return 0;
2665} 2314}
2670 * from. 2319 * from.
2671 */ 2320 */
2672void 2321void
2673remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2674{ 2323{
2675 object *next;
2676
2677 while (op) 2324 while (op)
2678 { 2325 {
2679 next = op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2327
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2329 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2690 } 2334 }
2691 else if (op->inv) 2335 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2693 op = next; 2338 op = next;
2694 } 2339 }
2695} 2340}
2696
2697 2341
2698/* 2342/*
2699 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2359 else
2716 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2363 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2366 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2370 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2726 { 2372 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2375 strcat (buf2, buf);
2730 } 2376 }
2377
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2734 return buf2; 2382 return buf2;
2735} 2383}
2736
2737
2738 2384
2739void 2385void
2740do_some_living (object *op) 2386do_some_living (object *op)
2741{ 2387{
2742 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2394 int rate_grace = 2000;
2749 const int max_hp = 1; 2395 const int max_hp = 1;
2750 const int max_sp = 1; 2396 const int max_sp = 1;
2751 const int max_grace = 1; 2397 const int max_grace = 1;
2752 2398
2753 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2400 {
2401 op->invisible = 1000;
2402 /* the socket code flashes the player visible/invisible
2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2759 2417
2760 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2761 { 2419 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2424 else
2768 { 2425 {
2769 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2428 }
2429
2772 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2432 else
2775 { 2433 {
2776 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2436 }
2437
2779 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2440 else
2782 { 2441 {
2783 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2444 }
2786 2445
2787 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2448 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2792 { 2451 {
2793 op->stats.sp++; 2452 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2460 op->stats.food = last_food;
2802 } 2461 }
2803 } 2462 }
2463
2804 if (max_sp > 1) 2464 if (max_sp > 1)
2805 { 2465 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2467 if (over_sp > 0)
2808 { 2468 {
2809 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2810 { 2470 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2474 op->stats.sp--;
2475
2814 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2816 } 2478 }
2817 op->last_sp = 0; 2479 op->last_sp = 0;
2818 } 2480 }
2819 else 2481 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2483 }
2824 else 2484 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2486 }
2829 2487
2830 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2833 { 2491 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2836 if (max_grace > 1) 2495 if (max_grace > 1)
2837 { 2496 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2498 if (over_grace > 0)
2840 { 2499 {
2868 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2529 op->stats.food = last_food;
2871 } 2530 }
2872 } 2531 }
2532
2873 if (max_hp > 1) 2533 if (max_hp > 1)
2874 { 2534 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2536 if (over_hp > 0)
2877 { 2537 {
2890 } 2550 }
2891 2551
2892 /* Digestion */ 2552 /* Digestion */
2893 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2894 { 2554 {
2895#ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2556
2902 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2559 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2906 /* dms do not consume food */ 2562 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2564 op->stats.food--;
2909 } 2565 }
2910 }
2911 2566
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2568 {
2914 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2915 2570
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2572 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2921 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2580 break;
2926 } 2581 }
2927 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2928 flesh = tmp; 2583 flesh = tmp;
2929 } /* End if paid for object */ 2584 } /* End if paid for object */
2930 } /* end of for loop */ 2585 } /* end of for loop */
2586
2931 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2588 * eat flesh instead.
2933 */ 2589 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2591 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2938 } 2594 }
2939 } /* end if player is starving */ 2595 }
2940 2596
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2943 2599
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2601 kill_player (op);
2602 }
2946} 2603}
2947
2948
2949 2604
2950/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2608 * file.
2957{ 2612{
2958 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2959 int x, y; 2614 int x, y;
2960 2615
2961 //int i; 2616 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2963 2618
2964 /* int z; 2619 /* int z;
2965 int num_stats_lose; 2620 int num_stats_lose;
2966 int lost_a_stat; 2621 int lost_a_stat;
2967 int lose_this_stat; 2622 int lose_this_stat;
2982 { 2637 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2640
2986 /* restore player */ 2641 /* restore player */
2987 at = find_archetype ("poisoning"); 2642 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2644 {
2991 remove_ob (tmp); 2645 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2647 }
2995 2648
2996 at = find_archetype ("confusion"); 2649 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2651 {
3000 remove_ob (tmp); 2652 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2654 }
3004 2655
3005 cure_disease (op, 0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2659 op->stats.food = 999;
3009 2660
3010 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2663 {
3014 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2665 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2669 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2673 }
3025 2674
3026 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2677 op->contr->braced = 0;
3033 2682
3034 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
3035 2684
3036 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
3037 { 2686 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
3047 } 2689 }
3048 else 2690 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3058 } 2692
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2694
3061 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3062 x = op->x; 2696 x = op->x;
3063 y = op->y; 2697 y = op->y;
3064 map = op->map; 2698 map = op->map;
3065 2699
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
3072 */ 2703 */
3073 2704
3074 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2707 * of death.
3077 */ 2708 */
3078#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3080 { 2711 {
3081 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2714 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2717 little bit harder. */
3087 /* GD */ 2718 /* GD */
3088 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2720 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2721 else
3094 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3095 num_stats_lose = 1; 2725 num_stats_lose = 1;
3096 } 2726
3097 lost_a_stat = 0; 2727 lost_a_stat = 0;
3098 2728
3099 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3100 { 2730 {
3101 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3102 2732
3103 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2734 {
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds (&(op->stats));
2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 }
2745 else
2746 {
2747 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion");
2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
3104 { 2753 {
3105 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3106 * what he lost. 2755 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2756 }
3115 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3116 { 2759 {
3117 /* deplete a stat */ 2760 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3119 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3120 2763 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2764 {
3124 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3126 } 2767
3127 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2774 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2775 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2777 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2778 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2779 else
3169 if (this_stat >= -50)
3170 { 2780 {
3171 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2786 }
3177 } 2787 }
3178 } 2788 }
2789
2790 if (lose_this_stat)
2791 {
2792 this_stat = get_attr_value (&(dep->stats), i);
2793 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a
2797 * difference.
2798 */
2799 if (this_stat >= -50)
2800 {
2801 change_attr_value (&(dep->stats), i, -1);
2802 SET_FLAG (dep, FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats ();
2805 lost_a_stat = 1;
2806 }
3179 } 2807 }
2808 }
2809 }
3180 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2811 if (!lost_a_stat)
3182 { 2812 {
3183 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3186 2816
3187 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2819 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2821 }
2822#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2824#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2825
3195 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2827 * exp loss on the stone.
3197 */ 2828 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2831 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3203 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); 2834 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);
3204 tmp->msg = buf; 2835 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2838
3208 /**************************************/ 2839 /**************************************/
3209 /* */ 2840 /* */
3210 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3213 /* */ 2844 /* */
3214
3215 /**************************************/ 2845 /**************************************/
3216 2846
3217 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2848 /* restore player */
3219 at = find_archetype ("poisoning"); 2849 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
2851
3221 if (tmp) 2852 if (tmp)
3222 { 2853 {
3223 remove_ob (tmp); 2854 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2856 }
3227 2857
3228 at = find_archetype ("confusion"); 2858 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2860 if (tmp)
3231 { 2861 {
3232 remove_ob (tmp); 2862 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2864 }
2865
3236 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3237 2867
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3241 op->stats.food = 900; 2871 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2875
3246 /* 2876 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3249 * in the map. 2879 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3254 2881
3255 /****************************************/ 2882 /****************************************/
3256 /* */ 2883 /* */
3257 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3259 /* */ 2886 /* */
3260
3261 /****************************************/ 2887 /****************************************/
3262 2888
3263 enter_player_savebed (op); 2889 enter_player_savebed (op);
3264 2890
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2891 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2892
3271 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2896 * on the space that might harm the player.
3275 */ 2897 */
3276 will_kill_again = 0; 2898 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3281 } 2902
3282 if (will_kill_again) 2903 if (will_kill_again)
3283 { 2904 {
3284 object *force; 2905 object *force;
3285 int at; 2906 int at;
3286 2907
3287 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2910 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2915 force->resist[at] = 100;
3296 } 2916
3297 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3298 fix_player (op); 2918 op->update_stats ();
3299 2919
3300 } 2920 }
3301 2921
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2923}
3380
3381 2924
3382void 2925void
3383loot_object (object *op) 2926loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3386 2929
3387 if (op->container) 2930 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2931
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3393 { 2933 {
3394 next = tmp->below; 2934 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3396 continue; 2937 continue;
3397 remove_ob (tmp); 2938
2939 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3399 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2944
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2946 {
3405 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3406 { 2948 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2950 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2952 }
3411 else 2953 else
3412 free_object (tmp); 2954 tmp->destroy ();
3413 } 2955 }
3414 else 2956 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2958 }
3417} 2959}
3419/* 2961/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2964 * was changed.
3423 */ 2965 */
3424
3425void 2966void
3426fix_weight (void) 2967fix_weight (void)
3427{ 2968{
3428 player *pl; 2969 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2970 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2972
3434 if (old == sum) 2973 if (old == sum)
3435 continue; 2974 continue;
3436 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2977 }
3439} 2978}
3440 2979
3441void 2980void
3442fix_luck (void) 2981fix_luck (void)
3443{ 2982{
3444 player *pl; 2983 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3449} 2986}
3450
3451 2987
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3455 */ 2991 */
3456
3457void 2992void
3458cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3459{ 2994{
3460 object *skop, *spob; 2995 object *skop, *spob;
3461 2996
3482 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3018 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3019
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3021
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3023}
3491 3024
3492void 3025void
3493make_visible (object *op) 3026make_visible (object *op)
3494{ 3027{
3497 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3498 { 3031 {
3499 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3501 } 3034 }
3035
3502 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3503} 3037}
3504 3038
3505int 3039int
3506is_true_undead (object *op) 3040is_true_undead (object *op)
3507{ 3041{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3043 return 1;
3512 3044
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3045 return 0;
3519} 3046}
3520 3047
3521/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3095 */
3569
3570void 3096void
3571do_hidden_move (object *op) 3097do_hidden_move (object *op)
3572{ 3098{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3100 object *skop;
3578 3104
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3106
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3585 { 3110 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3112 make_visible (op);
3588 return; 3113 return;
3589 } 3114 }
3590 else 3115 else
3591 num += 20; 3116 num += 20;
3592 } 3117
3593 num += op->map->difficulty; 3118 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3120 num -= hide;
3121
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3123 {
3598 make_visible (op); 3124 make_visible (op);
3599 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3127 }
3602 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3130}
3607 3131
3608/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3609 3133
3610int 3134int
3611stand_near_hostile (object *who) 3135stand_near_hostile (object *who)
3612{ 3136{
3613 object *tmp = NULL; 3137 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3139 maptile *m;
3616 sint16 x, y; 3140 sint16 x, y;
3617 3141
3618 if (!who) 3142 if (!who)
3619 return 0; 3143 return 0;
3620 3144
3637 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3638 continue; 3162 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3164 continue;
3641 3165
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3167 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3169 return 1;
3646 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3647 { 3171 {
3677 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3678 { 3202 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3204 return -1;
3681 } 3205 }
3206
3682 if (!pl || !op) 3207 if (!pl || !op)
3683 return 0; 3208 return 0;
3684 3209
3685 if (op->head)
3686 {
3687 op = op->head; 3210 op = op->head_ ();
3688 } 3211
3689 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3690 3213
3691 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3215 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3694 * a blocked los square. 3217 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3696 */ 3219 */
3697 while (op) 3220 while (op)
3698 { 3221 {
3699 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3701 3224
3702 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3227 * for any meaningful values.
3705 */ 3228 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3232 return 1;
3710 op = op->more; 3233 op = op->more;
3711 } 3234 }
3712 return 0; 3235 return 0;
3713} 3236}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3334 int i = 0, j = 0;
3812 3335
3813 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3822 3345
3823 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3824 return; 3347 return;
3825 3348
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3350
3828 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3829 { 3352 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3354 return;
3832 } 3355 }
3833 3356
3834 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3358 item = tr->item;
3836 3359
3837 if (item->type == SPELL) 3360 if (item->type == SPELL)
3838 { 3361 {
3839 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3840 return; 3363 return;
3899 { 3422 {
3900 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3424 object *skin;
3902 3425
3903 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3905 if (skin == NULL) 3431 if (!skin)
3906 return; 3432 return;
3907 3433
3908 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3436 {
3955 * not readied. 3481 * not readied.
3956 */ 3482 */
3957void 3483void
3958player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3959{ 3485{
3960 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3961 3488
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3963 { 3490 pl->combat_ob = 0;
3491
3964 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3965 { 3493 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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