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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 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);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 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);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 149}
285 150
286/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
287static void 152static void
288set_first_map (object *op) 153set_first_map (object *op)
289{ 154{
290 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
291 op->x = -1; 156 op->x = -1;
292 op->y = -1; 157 op->y = -1;
293 enter_exit (op, NULL);
294} 158}
295 159
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
296/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
298 * mode. 380 * mode.
299 */ 381 */
300 382player *
301int 383player::create ()
302add_player (client_socket *ns)
303{ 384{
304 player *p = new player; 385 player *pl = new player;
305 386
306 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 388
309 p->next = first_player; 389 pl->ob->roll_stats ();
310 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
311 392
312 p = get_player (p);
313
314 set_first_map (p->ob); 393 set_first_map (pl->ob);
315 394
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 395 return pl;
324} 396}
325 397
326/* 398/*
327 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
330 */ 402 */
331archetype * 403archetype *
332get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
333{ 405{
334 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
335 407
336 for (;;) 408 for (;;)
337 { 409 {
338 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
339 at = first_archetype; 411 i = archetypes.begin ();
340 else 412 else if (*i == at)
341 at = at->next; 413 cleanup ("not a single player archetype found");
414
342 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
343 return at; 416 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 417 }
350} 418}
351
352 419
353object * 420object *
354get_nearest_player (object *mon) 421get_nearest_player (object *mon)
355{ 422{
356 object *op = NULL; 423 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 424 objectlink *ol;
359 unsigned lastdist; 425 unsigned lastdist;
360 rv_vector rv; 426 rv_vector rv;
361 427
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 429 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 437 object *tmp = ol->ob;
372 438
373 /* 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
374 * itself will have been cleared. 440 * itself will have been cleared.
375 */ 441 */
376 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 ());
377 ol = ol->next; 444 ol = ol->next;
378 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
379 if (!ol) 446 if (!ol)
380 return op; 447 return op;
381 } 448 }
394 { 461 {
395 op = ol->ob; 462 op = ol->ob;
396 lastdist = rv.distance; 463 lastdist = rv.distance;
397 } 464 }
398 } 465 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 466
400 { 467 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
405 { 470 {
406 op = pl->ob; 471 op = pl->ob;
407 lastdist = rv.distance; 472 lastdist = rv.distance;
408 } 473 }
409 } 474
410 }
411#if 0 475#if 0
412 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)");
413#endif 477#endif
414 return op; 478 return op;
415} 479}
433 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 499 * is probably not a good thing.
436 */ 500 */
437#define MAX_SPACES 50 501#define MAX_SPACES 50
438
439 502
440/* 503/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 537 x = mon->x;
475 y = mon->y; 538 y = mon->y;
476 m = mon->map; 539 m = mon->map;
477 dir = rv.direction; 540 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 545 if (diff > max)
482 return 0; 546 return 0;
547
483 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
484 { 549 {
485 lastx = x; 550 lastx = x;
486 lasty = y; 551 lasty = y;
487 lastmap = m; 552 lastmap = m;
569 max--; 634 max--;
570 lastdir = dir; 635 lastdir = dir;
571 if (!firstdir) 636 if (!firstdir)
572 firstdir = dir; 637 firstdir = dir;
573 } 638 }
639
574 if (diff <= 1) 640 if (diff <= 1)
575 { 641 {
576 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 643 * headed toward player for entire distance.
578 */ 644 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 647 }
648
582 if (diff > max) 649 if (diff > max)
583 return 0; 650 return 0;
584 } 651 }
652
585 /* 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 */
586 if (!max) 654 if (!max)
587 return 0; 655 return 0;
588 656
589 return firstdir; 657 return firstdir;
682 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
683 link_player_skills (pl); 751 link_player_skills (pl);
684} 752}
685 753
686void 754void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
771{ 756{
772 if (party == NULL) 757 if (party == NULL)
773 { 758 {
774 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);
775 return; 760 return;
776 } 761 }
762
777 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
780 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:");
781} 767}
782
783 768
784/* 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. */
785int 770static int
786roll_stat (void) 771roll_stat (void)
787{ 772{
788 int a[4], i, j, k; 773 int a[4], i, j, k;
789 774
790 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
792 777
793 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 779 if (a[i] < k)
795 k = a[i], j = i; 780 k = a[i], j = i;
796 781
797 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 783 if (i != j)
800 k += a[i]; 784 k += a[i];
801 } 785
802 return k; 786 return k;
803} 787}
804 788
805void 789void
806roll_stats (object *op) 790object::roll_stats ()
807{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
808 int sum = 0; 796 int sum = 0;
809 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
811 799
812 do 800 if (sum >= 82 && sum <= 116)
801 break;
813 { 802 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 803
825 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 806
834 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
835 do 808 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 809
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 810 stats.exp = 0;
870 op->stats.ac = 0; 811 stats.ac = 0;
871 812
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
881} 825}
882 826
883void 827void
884Roll_Again (object *op) 828object::swap_stats (int a, int b)
885{ 829{
886 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 831
891void 832 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 859{
894 signed char tmp;
895 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
896 861
897 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 866}
1012 867
1013/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1017 * not the class. 872 * not the class.
1018 */ 873 */
1019 874void
1020int 875player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 876{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 879
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 881 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1041 883
1042 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1044 886
1045 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1046 888
1047 if (op->msg) 889 if (ob->msg)
1048 op->msg = NULL; 890 ob->msg = 0;
1049 891
1050 /* 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
1051 * to save here. 893 * to save here.
1052 */ 894 */
895 {
896 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1055 900
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 901 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 904 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1064 fix_player (op); 906 ob->update_stats ();
1065 907
1066 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1067 * is one for this race 909 * is one for this race
1068 */ 910 */
1069 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1070 { 912 {
1071 object *tmp; 913 object *tmp;
1072 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1073 915
1074 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);
1075 tmp = object::create (); 917 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1081 * default initial map */ 923 * default initial map */
1082 tmp->destroy (); 924 tmp->destroy ();
1083 } 925 }
1084 else 926 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 928}
1088 return 0;
1089 }
1090 929
930void
931player::chargen_race_next ()
932{
1091 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1093 */ 935 */
1094 936
1095 tmp_loop = 0; 937 do
1096 while (!tmp_loop)
1097 { 938 {
1098 shstr name = op->name; 939 shstr name = ob->name;
1099 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1100 941
1101 remove_statbonus (op); 942 ob->remove_statbonus ();
1102 op->remove (); 943 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1105 op->instantiate (); 946 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1108 op->x = x; 949 ob->x = x;
1109 op->y = y; 950 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 954 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 955 }
956 while (!allowed_class (ob));
1116 957
1117 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 960 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 963 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 964}
1179 965
1180void 966void
1181flee_player (object *op) 967flee_player (object *op)
1182{ 968{
1212 { 998 {
1213 op->enemy = NULL; 999 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1001 return;
1216 } 1002 }
1003
1217 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1218 1005
1219 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1221 { 1008 {
1222 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1223 1010
1224 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)))
1225 {
1226 return; 1012 return;
1227 }
1228 } 1013 }
1014
1229 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1017 op->enemy = NULL;
1232} 1018}
1233 1019
1234
1235/* 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.
1236 * 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
1237 * stop. 1022 * stop.
1238 */ 1023 */
1239int 1024int
1240check_pick (object *op) 1025check_pick (object *op)
1241{ 1026{
1242 object *tmp, *next; 1027 object *tmp, *next;
1243 int stop = 0; 1028 int stop = 0;
1244 int j, k, wvratio; 1029 int wvratio;
1245 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1246 1031
1247 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1249 return 1; 1034 return 1;
1250 1035
1318 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1106 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1111 }
1112
1355 /* philosophy: 1113 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1118 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1548 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1308 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1310 {
1553 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 &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1313 {
1556 pick_up (op, tmp); 1314 pick_up (op, tmp);
1557 continue; 1315 continue;
1558 } 1316 }
1559 } 1317 }
1560 1318
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1320 {
1563 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)
1564 { 1322 {
1565 pick_up (op, tmp); 1323 pick_up (op, tmp);
1566 continue; 1324 continue;
1567 } 1325 }
1568 } 1326 }
1593 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1594 { 1352 {
1595 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1596 } 1354 }
1597 else 1355 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1600 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))));
1601#endif 1359#endif
1602 continue; 1360 continue;
1603 } 1361 }
1614 * found object is returned. 1372 * found object is returned.
1615 */ 1373 */
1616object * 1374object *
1617find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1618{ 1376{
1619 object *tmp = NULL; 1377 object *tmp = 0;
1620 1378
1621 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1625 return op; 1383 return op;
1384
1626 return tmp; 1385 return tmp;
1627} 1386}
1628 1387
1629/* 1388/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1393 */
1635
1636object * 1394object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1396{
1639 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1673 else 1431 else
1674 { 1432 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1434 {
1677 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 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)
1680 { 1438 {
1681 tmp = arrow; 1439 tmp = arrow;
1682 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;
1683 } 1441 }
1684 } 1442 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1444 {
1687 tmp = arrow; 1445 tmp = arrow;
1706 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1465 * op = the shooter
1708 * type = bow->race 1466 * type = bow->race
1709 * dir = fire direction 1467 * dir = fire direction
1710 */ 1468 */
1711
1712object * 1469object *
1713pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1714{ 1471{
1715 object *tmp = NULL; 1472 object *tmp = NULL;
1716 maptile *m; 1473 maptile *m;
1781 */ 1538 */
1782int 1539int
1783fire_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)
1784{ 1541{
1785 object *left, *bow; 1542 object *left, *bow;
1786 int bowspeed, mflags; 1543 int mflags;
1787 maptile *m; 1544 maptile *m;
1788 1545
1789 if (!dir) 1546 if (!dir)
1790 { 1547 {
1791 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!");
1792 return 0; 1549 return 0;
1793 } 1550 }
1794 if (op->type == PLAYER) 1551
1795 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1796 else 1554 else
1797 { 1555 {
1798 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1563 if (!bow)
1806 { 1564 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1566 return 0;
1809 } 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
1810 } 1576 }
1577
1811 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1812 { 1579 {
1813 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);
1814 return 0; 1581 return 0;
1815 } 1582 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1583
1825 if (arrow == NULL) 1584 if (arrow == NULL)
1826 { 1585 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1587 {
1829 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1591 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1834 return 0; 1594 return 0;
1835 } 1595 }
1836 } 1596 }
1597
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1600 return 0;
1841 } 1601
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1603 {
1844 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.");
1845 return 0; 1605 return 0;
1846 } 1606 }
1852 return 0; 1612 return 0;
1853 } 1613 }
1854 1614
1855 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1617 if (!arrow)
1858 { 1618 {
1859 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);
1860 return 0; 1620 return 0;
1861 } 1621 }
1622
1862 arrow->set_owner (op); 1623 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1625 arrow->direction = dir;
1866 arrow->x = sx; 1626
1867 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;
1868 1659
1869 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1870 { 1661 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1904 } 1669 }
1905 else 1670 else
1906 { 1671 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1672 arrow->level = op->level;
1909 } 1673 arrow->stats.wc -= bow->magic;
1910 1674
1911 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1912 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1913 1680
1914 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1683
1917 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1687
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1923 1690
1924 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1692 move_arrow (arrow);
1926 1693
1927 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1947{ 1714{
1948 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1949 1716
1950 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1951 { 1718 {
1952 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);
1953 } 1720 }
1954 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)
1955 { 1722 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1724 wcmod = -1;
1725
1958 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);
1959 } 1727 }
1960 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1961 { 1729 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1735 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1739 }
1973 else 1740 else
1974 { 1741 {
1975 /* Simple case */ 1742 /* Simple case */
1976 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);
1977 } 1744 }
1745
1978 return ret; 1746 return ret;
1979} 1747}
1980
1981 1748
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1984 */ 1751 */
1985void 1752void
1986fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1987{ 1754{
1988 object *item; 1755 object *item = op->contr->ranged_ob;
1989 1756
1990 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1991 { 1758 {
1992 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.");
1993 return; 1760 return;
1994 } 1761 }
1995 1762
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1763 if (!item->inv)
1998 { 1764 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1766 return;
2001 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2002 if (item->type == WAND) 1772 if (item->type == WAND)
2003 { 1773 {
2004 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2005 { 1775 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2008 return; 1779 return;
2009 } 1780 }
2010 } 1781 }
2011 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2012 { 1783 {
2013 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))
2014 { 1785 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2016 if (item->type == ROD) 1788 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else 1790 else
2019 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
2020 return; 1793 return;
2021 } 1794 }
2022 } 1795 }
2023 1796
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1804 object *tmp;
2032 1805
2033 if (item->arch) 1806 if (item->arch)
2034 { 1807 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2037 item->speed = 0; 1810 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1811 }
1812
2040 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1815 }
2043 } 1816 }
2044 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1818 drain_rod_charge (item);
2047 }
2048 } 1819 }
2049} 1820}
2050 1821
2051/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2052 */ 1823 */
2053void 1824bool
2054fire (object *op, int dir) 1825fire (object *op, int dir)
2055{ 1826{
2056 int spellcost = 0; 1827 int spellcost = 0;
2057 1828
2058 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2060 make_visible (op); 1831 make_visible (op);
2061 1832
2062 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;
2063 { 1839 }
2064 case range_none:
2065 return;
2066 1840
2067 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:
2068 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2069 return; 1858 break;
2070 1859
2071 case range_magic: /* Casting spells */ 1860 case SPELL:
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2073 return; 1862 break;
2074 1863
2075 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2076 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2077 return; 1874 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1875 }
2105}
2106 1876
2107 1877 return true;
1878}
2108 1879
2109/* find_key 1880/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1885 * pl is the player,
2115 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2118 */ 1889 */
2119
2120object * 1890object *
2121find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2122{ 1892{
2123 object *tmp, *key; 1893 object *tmp, *key;
2124 1894
2125 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1896 if (!container->inv)
2127 return NULL; 1897 return 0;
2128 1898
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1901 {
2132 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1903 break;
2134 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2136 */ 1906 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1908 break;
2139 } 1909 }
1910
2140 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1914 * a key, return
2144 */ 1915 */
2145 if (!tmp) 1916 if (!tmp)
2146 { 1917 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1919 {
2149 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1922 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2153 return key; 1924 return key;
2154 } 1925 }
2155 } 1926 }
1927
2156 if (!tmp) 1928 if (!tmp)
2157 return NULL; 1929 return NULL;
2158 } 1930 }
1931
2159 /* 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,
2160 * see if we actually want to use it 1933 * see if we actually want to use it
2161 */ 1934 */
2162 if (pl != container) 1935 if (pl != container)
2163 { 1936 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1959 return NULL;
2187 } 1960 }
2188 } 1961 }
1962
2189 return tmp; 1963 return tmp;
2190} 1964}
2191 1965
2192/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1969 * 0 otherwise
2196 */ 1970 */
2197static int 1971static int
2198player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2199{ 1973{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2204 */ 1977 */
2205 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2206 1979
2207 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2208 if (key) 1981 if (key)
2209 { 1982 {
2210 object *container = key->env; 1983 object *container = key->env;
2211 1984
2212 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
2213 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2214 make_visible (op); 1988 make_visible (op);
1989
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2217 if (door->type == DOOR) 1993 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2222 { 1996 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1999 }
2000
2226 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2229 if (container != op) 2004 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2231 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2232 } 2008 }
2233 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2234 { 2010 {
2235 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2013 return 1;
2238 } 2014 }
2015
2239 return 0; 2016 return 0;
2240} 2017}
2241 2018
2242/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2247 */ 2024 */
2248 2025bool
2249void
2250move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2251{ 2027{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2028 int on_battleground;
2255 maptile *m;
2256 2029
2257 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2259 2032
2260 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 }
2261 2043
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses. 2051 * move_ob uses.
2270 */ 2052 */
2271 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);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2054
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space 2058 * on the space
2293 */ 2059 */
2294 while (tmp != NULL) 2060 object *mon;
2295 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2062 {
2297 { 2063 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2299 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2066 && mon != op)
2305 break; 2067 break;
2306 } 2068 }
2307 2069
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2071 return false; /* into a wall */
2316 2072
2317 if (mon->head != NULL)
2318 mon = mon->head; 2073 mon = mon->head_ ();
2319 2074
2320 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)
2321 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2322 return; 2080 return true;
2081 }
2323 2082
2324 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2088 * and thus will not push them.
2330 */ 2089 */
2331 2090
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2335 */ 2094 */
2336 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2098 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2100 {
2346 /* 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 */
2347 if (op->contr->braced) 2102 if (op->contr->braced)
2348 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2349 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);
2350 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2351 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2113 make_visible (op);
2114
2353 return; 2115 return true;
2354 } 2116 }
2117 else
2118 return false;
2119 }
2355 2120
2356 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2124 * attack them either.
2360 */ 2125 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2364 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2130 && !on_battleground))
2366 && mon->contr-> 2131 {
2367 peaceful)) && 2132 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2133 {
2134 --op->speed_left;
2135
2373 if (!op->contr->braced) 2136 if (!op->contr->braced)
2374 { 2137 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2377 } 2140 }
2378 else 2141 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2143
2382 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2145 make_visible (op);
2384 }
2385 2146
2147 return true;
2148 }
2149 }
2386 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2388 */ 2152 */
2389 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)
2390 { 2156 {
2157 --op->speed_left;
2158
2391 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2393 make_visible (op); 2161 make_visible (op);
2394 }
2395 2162
2163 return true;
2164 }
2165 }
2396 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2397 * 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
2398 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2171 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2174 {
2406 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2176 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2415 2178
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2420 2180
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2435 make_visible (op); 2182 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2183
2440int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2441move_player (object *op, int dir) 2192move_player (object *op, int dir)
2442{ 2193{
2443 int pick; 2194 int pick;
2444 2195
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2197 return 0;
2447 2198
2448 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2450 { 2201 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2203 return 0;
2453 } 2204 }
2454 2205
2455 /* peterm: added following line */ 2206 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2209
2459 op->facing = dir; 2210 op->facing = dir;
2460 2211
2461 if (op->hide) 2212 if (op->hide)
2462 do_hidden_move (op); 2213 do_hidden_move (op);
2463 2214
2215 bool retval;
2216
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2218 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2467 fire (op, dir); 2220 retval = fire (op, dir);
2468 else 2221 else
2469 { 2222 {
2470 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2224 pick = check_pick (op);
2472 } 2225 }
2473 2226
2474 /* 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
2475 * server can handle repeat firing. 2228 * server can handle repeat firing.
2476 */ 2229 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2231 op->direction = dir;
2480 }
2481 else 2232 else
2482 {
2483 op->direction = 0; 2233 op->direction = 0;
2484 } 2234
2485 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2237 * for players.
2488 */ 2238 */
2489 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2490 return 0; 2240
2241 return retval;
2491} 2242}
2492 2243
2493/* 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
2494 * new client/server stuff. 2245 * new client/server stuff.
2495 * 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
2496 * the new speed values for commands. 2247 * the new speed values for commands.
2497 * 2248 *
2498 * 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.
2499 */ 2252 */
2500int 2253bool
2501handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2502{ 2255{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2257 {
2525 flee_player (op); 2258 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2259 {
2529 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2530 return 0; 2263 return true;
2531 } 2264 }
2265 else
2266 return false;
2532 } 2267 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2268
2542 /* 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
2543 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2271 * called, so we recheck it here.
2545 */ 2272 */
2546 HandleClient (op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2274 return true;
2549 2275
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2278
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2279 return false;
2566} 2280}
2567 2281
2568int 2282int
2569save_life (object *op) 2283save_life (object *op)
2570{ 2284{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2286 return 0;
2575 2287
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2290 {
2579 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);
2580 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));
2581 2293
2589 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2590 2302
2591 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2592 op->stats.food = 999; 2304 op->stats.food = 999;
2593 2305
2594 fix_player (op); 2306 op->update_stats ();
2595 return 1; 2307 return 1;
2596 } 2308 }
2309
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2313 return 0;
2601} 2314}
2606 * from. 2319 * from.
2607 */ 2320 */
2608void 2321void
2609remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2610{ 2323{
2611 object *next;
2612
2613 while (op) 2324 while (op)
2614 { 2325 {
2615 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' */
2616 * we remove object 'op' 2327
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2329 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2626 } 2334 }
2627 else if (op->inv) 2335 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2629 op = next; 2338 op = next;
2630 } 2339 }
2631} 2340}
2632
2633 2341
2634/* 2342/*
2635 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2359 else
2652 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2363 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2656 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);
2657 else 2366 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2370 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2662 { 2372 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2375 strcat (buf2, buf);
2666 } 2376 }
2377
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2670 return buf2; 2382 return buf2;
2671} 2383}
2672
2673
2674 2384
2675void 2385void
2676do_some_living (object *op) 2386do_some_living (object *op)
2677{ 2387{
2678 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2394 int rate_grace = 2000;
2685 const int max_hp = 1; 2395 const int max_hp = 1;
2686 const int max_sp = 1; 2396 const int max_sp = 1;
2687 const int max_grace = 1; 2397 const int max_grace = 1;
2688 2398
2689 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2417
2696 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2697 { 2419 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2424 else
2704 { 2425 {
2705 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2428 }
2429
2708 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2432 else
2711 { 2433 {
2712 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2436 }
2437
2715 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2440 else
2718 { 2441 {
2719 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2444 }
2722 2445
2723 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2448 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2728 { 2451 {
2729 op->stats.sp++; 2452 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2460 op->stats.food = last_food;
2738 } 2461 }
2739 } 2462 }
2463
2740 if (max_sp > 1) 2464 if (max_sp > 1)
2741 { 2465 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2467 if (over_sp > 0)
2744 { 2468 {
2745 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2746 { 2470 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2748 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))
2749 op->stats.sp--; 2474 op->stats.sp--;
2475
2750 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2752 } 2478 }
2753 op->last_sp = 0; 2479 op->last_sp = 0;
2754 } 2480 }
2755 else 2481 else
2756 {
2757 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);
2758 }
2759 } 2483 }
2760 else 2484 else
2761 {
2762 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);
2763 }
2764 } 2486 }
2765 2487
2766 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2769 { 2491 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2772 if (max_grace > 1) 2495 if (max_grace > 1)
2773 { 2496 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2498 if (over_grace > 0)
2776 { 2499 {
2804 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2529 op->stats.food = last_food;
2807 } 2530 }
2808 } 2531 }
2532
2809 if (max_hp > 1) 2533 if (max_hp > 1)
2810 { 2534 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2536 if (over_hp > 0)
2813 { 2537 {
2826 } 2550 }
2827 2551
2828 /* Digestion */ 2552 /* Digestion */
2829 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2830 { 2554 {
2831#ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2556
2838 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2559 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2842 /* dms do not consume food */ 2562 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2564 op->stats.food--;
2845 } 2565 }
2846 }
2847 2566
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2568 {
2850 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2851 2570
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2572 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2580 break;
2862 } 2581 }
2863 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2864 flesh = tmp; 2583 flesh = tmp;
2865 } /* End if paid for object */ 2584 } /* End if paid for object */
2866 } /* end of for loop */ 2585 } /* end of for loop */
2586
2867 /* 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
2868 * eat flesh instead. 2588 * eat flesh instead.
2869 */ 2589 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2591 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2874 } 2594 }
2875 } /* end if player is starving */ 2595 }
2876 2596
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2879 2599
2880 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))
2881 kill_player (op); 2601 kill_player (op);
2602 }
2882} 2603}
2883
2884
2885 2604
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2608 * file.
2919 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!");
2920 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...");
2921 2640
2922 /* restore player */ 2641 /* restore player */
2923 at = archetype::find ("poisoning"); 2642 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2644 {
2927 tmp->destroy (); 2645 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2647 }
2930 2648
2931 at = archetype::find ("confusion"); 2649 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2651 {
2935 tmp->destroy (); 2652 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2654 }
2938 2655
2940 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2659 op->stats.food = 999;
2943 2660
2944 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2663 {
2948 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2665 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2669 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2673 }
2959 2674
2960 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2677 op->contr->braced = 0;
2967 2682
2968 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2969 2684
2970 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
2971 { 2686 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
2981 } 2689 }
2982 else 2690 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
2992 } 2692
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2694
2995 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
2996 x = op->x; 2696 x = op->x;
2997 y = op->y; 2697 y = op->y;
2998 map = op->map; 2698 map = op->map;
2999 2699
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2703 */
3007 2704
3008 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2707 * of death.
3011 */ 2708 */
3012#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3014 { 2711 {
3015 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2714 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2717 little bit harder. */
3021 /* GD */ 2718 /* GD */
3022 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2720 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2721 else
3028 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3029 num_stats_lose = 1; 2725 num_stats_lose = 1;
3030 } 2726
3031 lost_a_stat = 0; 2727 lost_a_stat = 0;
3032 2728
3033 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3034 { 2730 {
3035 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3036 2732
3037 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)
3038 { 2753 {
3039 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3040 * what he lost. 2755 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2756 }
3049 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3050 { 2759 {
3051 /* deplete a stat */ 2760 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3053 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3054 2763 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2764 {
3058 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3060 } 2767
3061 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 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)
3068 { 2774 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2775 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2777 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2778 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2779 else
3103 if (this_stat >= -50)
3104 { 2780 {
3105 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 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"); */
3110 } 2786 }
3111 } 2787 }
3112 } 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 }
3113 } 2807 }
2808 }
2809 }
3114 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2811 if (!lost_a_stat)
3116 { 2812 {
3117 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3120 2816
3121 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2819 else
3124 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.");
3125 } 2821 }
3126#else 2822#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3128#endif 2824#endif
3129 2825
3130 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2827 * exp loss on the stone.
3132 */ 2828 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2831 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3139 tmp->msg = buf; 2835 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2838
3143 /**************************************/ 2839 /**************************************/
3144 /* */ 2840 /* */
3145 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3148 /* */ 2844 /* */
3149 /**************************************/ 2845 /**************************************/
3150 2846
3151 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2848 /* restore player */
3153 at = archetype::find ("poisoning"); 2849 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
3155 2851
3156 if (tmp) 2852 if (tmp)
3157 { 2853 {
3158 tmp->destroy (); 2854 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2856 }
3161 2857
3162 at = archetype::find ("confusion"); 2858 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2860 if (tmp)
3165 { 2861 {
3166 tmp->destroy (); 2862 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2864 }
3169 2865
3170 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3171 2867
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3175 op->stats.food = 900; 2871 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2875
3180 /* 2876 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3183 * in the map. 2879 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3188 2881
3189 /****************************************/ 2882 /****************************************/
3190 /* */ 2883 /* */
3191 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3193 /* */ 2886 /* */
3194 /****************************************/ 2887 /****************************************/
3195 2888
3196 enter_player_savebed (op); 2889 enter_player_savebed (op);
3197 2890
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2891 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2892
3204 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2896 * on the space that might harm the player.
3208 */ 2897 */
3209 will_kill_again = 0; 2898 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3213 2902
3214 if (will_kill_again) 2903 if (will_kill_again)
3215 { 2904 {
3216 object *force; 2905 object *force;
3217 int at; 2906 int at;
3218 2907
3219 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2910 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2915 force->resist[at] = 100;
3227 2916
3228 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3229 fix_player (op); 2918 op->update_stats ();
3230 2919
3231 } 2920 }
3232 2921
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2923}
3302
3303 2924
3304void 2925void
3305loot_object (object *op) 2926loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3308 2929
3309 if (op->container) 2930 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2931
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3315 { 2933 {
3316 next = tmp->below; 2934 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3318 continue; 2937 continue;
2938
3319 tmp->remove (); 2939 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3321 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2944
3324 }
3325 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))))
3326 { 2946 {
3327 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3328 { 2948 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2950 tmp2->destroy ();
3341/* 2961/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2964 * was changed.
3345 */ 2965 */
3346
3347void 2966void
3348fix_weight (void) 2967fix_weight (void)
3349{ 2968{
3350 player *pl; 2969 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2970 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2972
3356 if (old == sum) 2973 if (old == sum)
3357 continue; 2974 continue;
3358 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3359 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);
3360 } 2977 }
3361} 2978}
3362 2979
3363void 2980void
3364fix_luck (void) 2981fix_luck (void)
3365{ 2982{
3366 player *pl; 2983 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3371} 2986}
3372
3373 2987
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3377 */ 2991 */
3378
3379void 2992void
3380cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3381{ 2994{
3382 object *skop, *spob; 2995 object *skop, *spob;
3383 2996
3417 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3418 { 3031 {
3419 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3421 } 3034 }
3035
3422 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3423} 3037}
3424 3038
3425int 3039int
3426is_true_undead (object *op) 3040is_true_undead (object *op)
3427{ 3041{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3043 return 1;
3432 3044
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3045 return 0;
3439} 3046}
3440 3047
3441/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3095 */
3489
3490void 3096void
3491do_hidden_move (object *op) 3097do_hidden_move (object *op)
3492{ 3098{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop; 3100 object *skop;
3498 3104
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3106
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3505 { 3110 {
3506 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!");
3507 make_visible (op); 3112 make_visible (op);
3508 return; 3113 return;
3509 } 3114 }
3510 else 3115 else
3511 num += 20; 3116 num += 20;
3512 } 3117
3513 num += op->map->difficulty; 3118 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3120 num -= hide;
3121
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3123 {
3518 make_visible (op); 3124 make_visible (op);
3519 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3520 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!");
3521 } 3127 }
3522 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3130}
3527 3131
3528/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3529 3133
3530int 3134int
3557 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3558 continue; 3162 continue;
3559 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)))
3560 continue; 3164 continue;
3561 3165
3562 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)
3563 { 3167 {
3564 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))
3565 return 1; 3169 return 1;
3566 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3567 { 3171 {
3597 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3598 { 3202 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3204 return -1;
3601 } 3205 }
3206
3602 if (!pl || !op) 3207 if (!pl || !op)
3603 return 0; 3208 return 0;
3604 3209
3605 if (op->head)
3606 {
3607 op = op->head; 3210 op = op->head_ ();
3608 } 3211
3609 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3610 3213
3611 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3215 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3614 * a blocked los square. 3217 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3616 */ 3219 */
3617 while (op) 3220 while (op)
3618 { 3221 {
3619 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3621 3224
3622 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3227 * for any meaningful values.
3625 */ 3228 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3232 return 1;
3630 op = op->more; 3233 op = op->more;
3631 } 3234 }
3632 return 0; 3235 return 0;
3633} 3236}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3334 int i = 0, j = 0;
3732 3335
3733 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3742 3345
3743 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3744 return; 3347 return;
3745 3348
3746 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++);
3747 3350
3748 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3749 { 3352 {
3750 /* 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]); */
3751 return; 3354 return;
3752 } 3355 }
3753 3356
3754 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3358 item = tr->item;
3756 3359
3757 if (item->type == SPELL) 3360 if (item->type == SPELL)
3758 { 3361 {
3759 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3760 return; 3363 return;
3819 { 3422 {
3820 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3424 object *skin;
3822 3425
3823 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3825 if (skin == NULL) 3431 if (!skin)
3826 return; 3432 return;
3827 3433
3828 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3436 {
3875 * not readied. 3481 * not readied.
3876 */ 3482 */
3877void 3483void
3878player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3879{ 3485{
3880 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3881 3488
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3883 { 3490 pl->combat_ob = 0;
3491
3884 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3885 { 3493 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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