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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 25#include <sproto.h>
36#endif
37#include <sounds.h> 26#include <sounds.h>
38#include <living.h> 27#include <living.h>
39#include <object.h> 28#include <object.h>
40#include <spells.h> 29#include <spells.h>
41#include <skills.h> 30#include <skills.h>
42#include <newclient.h>
43 31
44#ifdef COZY_SERVER 32#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 33#include <functional>
46#endif
47 34
48player * 35playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 36
87void 37void
88display_motd (const object *op) 38display_motd (const object *op)
89{ 39{
90 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
93 int comp; 43 int comp;
94 int size; 44 int size;
95 45
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 48 return;
100 } 49
101 motd[0] = '\0'; 50 motd[0] = '\0';
102 size = 0; 51 size = 0;
52
103 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
104 { 54 {
105 if (*buf == '#') 55 if (*buf == '#')
106 continue; 56 continue;
57
107 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 59 size += strlen (buf);
109 } 60 }
61
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
112} 64}
113 65
114void 66void
120 int comp; 72 int comp;
121 int size; 73 int size;
122 74
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 77 return;
127 } 78
128 rules[0] = '\0'; 79 rules[0] = '\0';
129 size = 0; 80 size = 0;
81
130 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
131 { 83 {
132 if (*buf == '#') 84 if (*buf == '#')
133 continue; 85 continue;
86
134 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
135 { 88 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 90 break;
138 } 91 }
92
139 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 94 size += strlen (buf);
141 } 95 }
96
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
144} 99}
145 100
146void 101void
154 int size; 109 int size;
155 110
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 113 return;
114
159 news[0] = '\0'; 115 news[0] = '\0';
160 subject[0] = '\0'; 116 subject[0] = '\0';
161 size = 0; 117 size = 0;
118
162 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
163 { 120 {
164 if (*buf == '#') 121 if (*buf == '#')
165 continue; 122 continue;
123
166 if (*buf == '%') 124 if (*buf == '%')
167 { /* send one news */ 125 { /* send one news */
168 if (size > 0) 126 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
170 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
171 strip_endline (subject); 130 strip_endline (subject);
172 size = 0; 131 size = 0;
173 news[0] = '\0'; 132 news[0] = '\0';
174 } 133 }
183 size += strlen (buf); 142 size += strlen (buf);
184 } 143 }
185 } 144 }
186 145
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 149}
317 150
318/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
319static void 152static void
320set_first_map (object *op) 153set_first_map (object *op)
321{ 154{
322 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
323 op->x = -1; 156 op->x = -1;
324 op->y = -1; 157 op->y = -1;
325 enter_exit (op, NULL);
326} 158}
327 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
328/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
330 * mode. 377 * mode.
331 */ 378 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
337 383
338 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 385
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 390 set_first_map (pl->ob);
350 391
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 392 return pl;
358} 393}
359 394
360/* 395/*
361 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
364 */ 399 */
365archetype * 400archetype *
366get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
367{ 402{
368 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 404
370 for (;;) 405 for (;;)
371 { 406 {
372 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
373 at = first_archetype; 408 i = archetypes.begin ();
374 else 409 else if (*i == at)
375 at = at->next; 410 cleanup ("not a single player archetype found");
411
376 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
377 return at; 413 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 414 }
384} 415}
385
386 416
387object * 417object *
388get_nearest_player (object *mon) 418get_nearest_player (object *mon)
389{ 419{
390 object *op = NULL; 420 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 421 objectlink *ol;
393 unsigned lastdist; 422 unsigned lastdist;
394 rv_vector rv; 423 rv_vector rv;
395 424
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 426 {
398 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 434 object *tmp = ol->ob;
406 435
407 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 437 * itself will have been cleared.
409 */ 438 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
411 ol = ol->next; 441 ol = ol->next;
412 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
413 if (!ol) 443 if (!ol)
414 return op; 444 return op;
415 } 445 }
428 { 458 {
429 op = ol->ob; 459 op = ol->ob;
430 lastdist = rv.distance; 460 lastdist = rv.distance;
431 } 461 }
432 } 462 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 463
434 { 464 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
439 { 467 {
440 op = pl->ob; 468 op = pl->ob;
441 lastdist = rv.distance; 469 lastdist = rv.distance;
442 } 470 }
443 } 471
444 }
445#if 0 472#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 474#endif
448 return op; 475 return op;
449} 476}
467 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 496 * is probably not a good thing.
470 */ 497 */
471#define MAX_SPACES 50 498#define MAX_SPACES 50
472
473 499
474/* 500/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 522path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 523{
498 rv_vector rv; 524 rv_vector rv;
499 sint16 x, y; 525 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
502 528
503 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
504 530
505 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
506 return 0; 532 return 0;
508 x = mon->x; 534 x = mon->x;
509 y = mon->y; 535 y = mon->y;
510 m = mon->map; 536 m = mon->map;
511 dir = rv.direction; 537 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
514 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 542 if (diff > max)
516 return 0; 543 return 0;
544
517 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
518 { 546 {
519 lastx = x; 547 lastx = x;
520 lasty = y; 548 lasty = y;
521 lastmap = m; 549 lastmap = m;
603 max--; 631 max--;
604 lastdir = dir; 632 lastdir = dir;
605 if (!firstdir) 633 if (!firstdir)
606 firstdir = dir; 634 firstdir = dir;
607 } 635 }
636
608 if (diff <= 1) 637 if (diff <= 1)
609 { 638 {
610 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 640 * headed toward player for entire distance.
612 */ 641 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 644 }
645
616 if (diff > max) 646 if (diff > max)
617 return 0; 647 return 0;
618 } 648 }
649
619 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
620 if (!max) 651 if (!max)
621 return 0; 652 return 0;
622 653
623 return firstdir; 654 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 685 {
655 remove_ob (op); 686 op->destroy ();
656 free_object (op);
657 continue; 687 continue;
658 } 688 }
659 } 689 }
660 690
661 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
673 break; 703 break;
674 704
675 if (tmp) 705 if (tmp)
676 { 706 {
677 remove_ob (op); 707 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 709 continue;
681 } 710 }
711
682 if (op->nrof > 1) 712 if (op->nrof > 1)
683 op->nrof = 1; 713 op->nrof = 1;
684 } 714 }
685 715
686 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 730 }
701 if (op->type == SPELL) 731 if (op->type == SPELL)
702 { 732 {
703 remove_ob (op); 733 op->destroy ();
704 free_object (op);
705 continue; 734 continue;
706 } 735 }
707 else if (op->type == SKILL) 736 else if (op->type == SKILL)
708 { 737 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
719 link_player_skills (pl); 748 link_player_skills (pl);
720} 749}
721 750
722void 751void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
808{ 753{
809 if (party == NULL) 754 if (party == NULL)
810 { 755 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 757 return;
813 } 758 }
759
814 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 764}
819
820 765
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 767static int
823roll_stat (void) 768roll_stat (void)
824{ 769{
825 int a[4], i, j, k; 770 int a[4], i, j, k;
826 771
827 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
829 774
830 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 776 if (a[i] < k)
832 k = a[i], j = i; 777 k = a[i], j = i;
833 778
834 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 780 if (i != j)
837 k += a[i]; 781 k += a[i];
838 } 782
839 return k; 783 return k;
840} 784}
841 785
842void 786void
843roll_stats (object *op) 787object::roll_stats ()
844{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
845 int sum = 0; 793 int sum = 0;
846 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
848 796
849 do 797 if (sum >= 82 && sum <= 116)
798 break;
850 { 799 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 800
862 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 803
871 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
872 do 805 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 806
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 807 stats.exp = 0;
907 op->stats.ac = 0; 808 stats.ac = 0;
908 809
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
917 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
918} 822}
919 823
920void 824void
921Roll_Again (object *op) 825object::swap_stats (int a, int b)
922{ 826{
923 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 828
928void 829 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
930{ 856{
931 signed char tmp;
932 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
933 858
934 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 863}
1049 864
1050/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1054 * not the class. 869 * not the class.
1055 */ 870 */
1056 871void
1057int 872player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 873{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1076 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1078 883
1079 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1080 885
1081 if (op->msg) 886 if (ob->msg)
1082 op->msg = NULL; 887 ob->msg = 0;
1083 888
1084 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1085 * to save here. 890 * to save here.
1086 */ 891 */
892 {
893 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1089 897
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 898 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 901 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1098 fix_player (op); 903 ob->update_stats ();
1099 904
1100 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1101 * is one for this race 906 * is one for this race
1102 */ 907 */
1103 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1104 { 909 {
1105 object *tmp; 910 object *tmp;
1106 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1107 912
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1109 tmp = get_object (); 914 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1115 * default initial map */ 920 * default initial map */
1116 free_object (tmp); 921 tmp->destroy ();
1117 } 922 }
1118 else 923 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 925}
1122 return 0;
1123 }
1124 926
927void
928player::chargen_race_next ()
929{
1125 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1127 */ 932 */
1128 933
1129 tmp_loop = 0; 934 do
1130 while (!tmp_loop)
1131 { 935 {
1132 shstr name = op->name; 936 shstr name = ob->name;
1133 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1134 938
1135 remove_statbonus (op); 939 ob->remove_statbonus ();
1136 remove_ob (op); 940 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1139 op->instantiate (); 943 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1142 op->x = x; 946 ob->x = x;
1143 op->y = y; 947 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 950 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 951 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 952 }
953 while (!allowed_class (ob));
954
1151 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 957 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 960 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 961}
1210 962
1211void 963void
1212flee_player (object *op) 964flee_player (object *op)
1213{ 965{
1243 { 995 {
1244 op->enemy = NULL; 996 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 998 return;
1247 } 999 }
1000
1248 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1249 1002
1250 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1252 { 1005 {
1253 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1254 1007
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1009 return;
1258 }
1259 } 1010 }
1011
1260 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1014 op->enemy = NULL;
1263} 1015}
1264 1016
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1019 * stop.
1269 */ 1020 */
1270int 1021int
1271check_pick (object *op) 1022check_pick (object *op)
1272{ 1023{
1273 object *tmp, *next; 1024 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1025 int stop = 0;
1276 int j, k, wvratio; 1026 int wvratio;
1277 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1278
1279 1028
1280 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1282 return 1; 1031 return 1;
1283 1032
1284 op_tag = op->count;
1285
1286 next = op->below; 1033 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1034
1290 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1036 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1293 { 1038 {
1294 tmp = next; 1039 tmp = next;
1295 next = tmp->below; 1040 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1041
1299 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1300 return 0; 1043 return 0;
1301 1044
1302 if (!can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1303 continue; 1046 continue;
1304 1047
1312 /* high not bit set? We're using the old autopickup model */ 1055 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1056 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1057 {
1315 switch (op->contr->mode) 1058 switch (op->contr->mode)
1316 { 1059 {
1317 case 0: 1060 case 0:
1318 return 1; /* don't pick up */ 1061 return 1; /* don't pick up */
1319 case 1: 1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1079 pick_up (op, tmp);
1321 return 1; 1080 break;
1081
1322 case 2: 1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1084 pick_up (op, tmp);
1324 return 0; 1085 break;
1325 case 3: 1086
1326 return 0; /* stop before pickup */ 1087 default:
1327 case 4: 1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1091 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1092 }
1350 } 1093 }
1351 else 1094 else
1352 { /* old model */ 1095 { /* old model */
1353 /* NEW pickup handling */ 1096 /* NEW pickup handling */
1357 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1103 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1108 }
1109
1394 /* philosophy: 1110 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1115 * example.
1400 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1439 { 1155 {
1440 pick_up (op, tmp); 1156 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1157 continue;
1444 } 1158 }
1159
1445 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1162 {
1448 pick_up (op, tmp); 1163 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1164 continue;
1452 } 1165 }
1453 1166
1454 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1456 { 1169 {
1457 pick_up (op, tmp); 1170 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1171 continue;
1461 } 1172 }
1462 1173
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1466 { 1177 {
1467 pick_up (op, tmp); 1178 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1179 continue;
1471 } 1180 }
1181
1472 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1474 { 1184 {
1475 pick_up (op, tmp); 1185 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1186 continue;
1479 } 1187 }
1188
1480 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1191 {
1483 pick_up (op, tmp); 1192 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1193 continue;
1487 } 1194 }
1488 1195
1489 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1199 {
1493 pick_up (op, tmp); 1200 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1201 continue;
1497 } 1202 }
1498 1203
1499 /* pick up all magical items */ 1204 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1207 {
1503 pick_up (op, tmp); 1208 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1209 continue;
1507 } 1210 }
1508 1211
1509 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1510 { 1213 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1215 {
1513 pick_up (op, tmp); 1216 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1217 continue;
1517 } 1218 }
1518 } 1219 }
1519 1220
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1224 {
1524 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1525 if (0) 1227 }
1526 fprintf (stderr, "JEWELS\n"); 1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1527 continue; 1234 continue;
1528 } 1235 }
1529 1236
1530 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1533 { 1240 {
1534 pick_up (op, tmp); 1241 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1242 continue;
1538 } 1243 }
1244
1539 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1541 { 1247 {
1542 pick_up (op, tmp); 1248 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1249 continue;
1546 } 1250 }
1547 1251
1548 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1551 { 1255 {
1552 pick_up (op, tmp); 1256 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1257 continue;
1556 } 1258 }
1259
1557 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1559 { 1262 {
1560 pick_up (op, tmp); 1263 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1264 continue;
1564 } 1265 }
1266
1565 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1567 { 1269 {
1568 pick_up (op, tmp); 1270 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1271 continue;
1572 } 1272 }
1273
1573 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1575 { 1276 {
1576 pick_up (op, tmp); 1277 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1278 continue;
1580 } 1279 }
1280
1581 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1583 { 1283 {
1584 pick_up (op, tmp); 1284 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1285 continue;
1588 } 1286 }
1287
1589 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1591 { 1290 {
1592 pick_up (op, tmp); 1291 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1292 continue;
1596 } 1293 }
1597 1294
1598 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1298 {
1602 pick_up (op, tmp); 1299 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1300 continue;
1606 } 1301 }
1607 1302
1608 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1610 { 1305 {
1611 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1612 { 1307 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1310 {
1616 pick_up (op, tmp); 1311 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1312 continue;
1620 } 1313 }
1621 } 1314 }
1315
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1317 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1625 { 1319 {
1626 pick_up (op, tmp); 1320 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1321 continue;
1630 } 1322 }
1631 } 1323 }
1632 } 1324 }
1633 1325
1634 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1329 {
1638 pick_up (op, tmp); 1330 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1331 continue;
1642 } 1332 }
1643 1333
1644 /* any of the last 4 bits set means we use the ratio for value 1334 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1335 * pickups */
1658 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1659 { 1349 {
1660 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1661 } 1351 }
1662 else 1352 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666#endif 1356#endif
1667 continue; 1357 continue;
1668 } 1358 }
1669 } 1359 }
1670 } /* the new pickup model */ 1360 } /* the new pickup model */
1671 } 1361 }
1362
1672 return !stop; 1363 return !stop;
1673} 1364}
1674 1365
1675/* 1366/*
1676 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1678 * found object is returned. 1369 * found object is returned.
1679 */ 1370 */
1680object * 1371object *
1681find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1682{ 1373{
1683 object *tmp = NULL; 1374 object *tmp = 0;
1684 1375
1685 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1689 return op; 1380 return op;
1381
1690 return tmp; 1382 return tmp;
1691} 1383}
1692 1384
1693/* 1385/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1390 */
1699
1700object * 1391object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1393{
1703 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1737 else 1428 else
1738 { 1429 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1431 {
1741 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1435 {
1745 tmp = arrow; 1436 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1438 }
1748 } 1439 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1441 {
1751 tmp = arrow; 1442 tmp = arrow;
1770 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1462 * op = the shooter
1772 * type = bow->race 1463 * type = bow->race
1773 * dir = fire direction 1464 * dir = fire direction
1774 */ 1465 */
1775
1776object * 1466object *
1777pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1778{ 1468{
1779 object *tmp = NULL; 1469 object *tmp = NULL;
1780 mapstruct *m; 1470 maptile *m;
1781 int i, mflags, found, number; 1471 int i, mflags, found, number;
1782 sint16 x, y; 1472 sint16 x, y;
1783 1473
1784 if (op->map == NULL) 1474 if (op->map == NULL)
1785 return find_arrow (op, type); 1475 return find_arrow (op, type);
1845 */ 1535 */
1846int 1536int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1538{
1849 object *left, *bow; 1539 object *left, *bow;
1850 tag_t left_tag, tag; 1540 int mflags;
1851 int bowspeed, mflags; 1541 maptile *m;
1852 mapstruct *m;
1853 1542
1854 if (!dir) 1543 if (!dir)
1855 { 1544 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1546 return 0;
1858 } 1547 }
1859 if (op->type == PLAYER) 1548
1860 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1861 else 1551 else
1862 { 1552 {
1863 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1560 if (!bow)
1871 { 1561 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1563 return 0;
1874 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1875 } 1573 }
1574
1876 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1877 { 1576 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1578 return 0;
1880 } 1579 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1580
1890 if (arrow == NULL) 1581 if (arrow == NULL)
1891 { 1582 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1584 {
1894 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1588 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1899 return 0; 1591 return 0;
1900 } 1592 }
1901 } 1593 }
1594
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1597 return 0;
1906 } 1598
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1600 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1602 return 0;
1911 } 1603 }
1912 1604
1913 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1915 { 1607 {
1916 remove_ob (arrow); 1608 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1609 return 0;
1919 } 1610 }
1920 1611
1921 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1614 if (!arrow)
1925 { 1615 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1617 return 0;
1928 } 1618 }
1929 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1622 arrow->direction = dir;
1933 arrow->x = sx; 1623
1934 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1656
1936 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1937 { 1658 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1971 } 1666 }
1972 else 1667 else
1973 { 1668 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1669 arrow->level = op->level;
1977 } 1670 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1979 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1676 }
1981 arrow->slaying = bow->slaying;
1982 1677
1983 arrow->map = m; 1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1684
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1686 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1687
1991 if (!was_destroyed (arrow, tag)) 1688 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1689 move_arrow (arrow);
1993 1690
1994 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1995 { 1692 {
1996 if (was_destroyed (left, left_tag)) 1693 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1694 esrv_del_item (op->contr, left->count);
1998 else 1695 else
1999 esrv_send_item (op, left); 1696 esrv_send_item (op, left);
2000 } 1697 }
1698
2001 return 1; 1699 return 1;
2002} 1700}
2003 1701
2004/* Special fire code for players - this takes into 1702/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1703 * account the special fire modes players can have
2013{ 1711{
2014 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
2015 1713
2016 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
2017 { 1715 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1717 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1719 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1721 wcmod = -1;
1722
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1724 }
2026 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
2027 { 1726 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1732 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1736 }
2039 else 1737 else
2040 { 1738 {
2041 /* Simple case */ 1739 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1741 }
1742
2044 return ret; 1743 return ret;
2045} 1744}
2046
2047 1745
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2050 */ 1748 */
2051void 1749void
2052fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2053{ 1751{
2054 object *item; 1752 object *item = op->contr->ranged_ob;
2055 1753
2056 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2057 { 1755 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1757 return;
2060 } 1758 }
2061 1759
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1760 if (!item->inv)
2064 { 1761 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1763 return;
2067 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2068 if (item->type == WAND) 1769 if (item->type == WAND)
2069 { 1770 {
2070 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2071 { 1772 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2074 return; 1776 return;
2075 } 1777 }
2076 } 1778 }
2077 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2078 { 1780 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1782 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2082 if (item->type == ROD) 1785 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1787 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2086 return; 1790 return;
2087 } 1791 }
2088 } 1792 }
2089 1793
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2097 object *tmp; 1801 object *tmp;
2098 1802
2099 if (item->arch) 1803 if (item->arch)
2100 { 1804 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2103 item->speed = 0; 1807 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1808 }
1809
2106 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1812 }
2109 } 1813 }
2110 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1815 drain_rod_charge (item);
2113 }
2114 } 1816 }
2115} 1817}
2116 1818
2117/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2118 */ 1820 */
2119void 1821bool
2120fire (object *op, int dir) 1822fire (object *op, int dir)
2121{ 1823{
2122 int spellcost = 0; 1824 int spellcost = 0;
2123 1825
2124 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2126 make_visible (op); 1828 make_visible (op);
2127 1829
2128 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2129 { 1836 }
2130 case range_none:
2131 return;
2132 1837
2133 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2134 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2135 return; 1855 break;
2136 1856
2137 case range_magic: /* Casting spells */ 1857 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1859 break;
2140 1860
2141 case range_misc: 1861 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2167 return; 1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
2168 default: 1869 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 fire_misc_object (op, dir);
2170 return; 1871 break;
2171 } 1872 }
2172}
2173 1873
2174 1874 return true;
1875}
2175 1876
2176/* find_key 1877/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1882 * pl is the player,
2182 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2185 */ 1886 */
2186
2187object * 1887object *
2188find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2189{ 1889{
2190 object *tmp, *key; 1890 object *tmp, *key;
2191 1891
2192 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1893 if (!container->inv)
2194 return NULL; 1894 return 0;
2195 1895
2196 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1898 {
2199 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1900 break;
2201 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2203 */ 1903 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1905 break;
2206 } 1906 }
1907
2207 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1911 * a key, return
2211 */ 1912 */
2212 if (!tmp) 1913 if (!tmp)
2213 { 1914 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1916 {
2216 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1919 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2220 return key; 1921 return key;
2221 } 1922 }
2222 } 1923 }
1924
2223 if (!tmp) 1925 if (!tmp)
2224 return NULL; 1926 return NULL;
2225 } 1927 }
1928
2226 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1930 * see if we actually want to use it
2228 */ 1931 */
2229 if (pl != container) 1932 if (pl != container)
2230 { 1933 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1956 return NULL;
2254 } 1957 }
2255 } 1958 }
1959
2256 return tmp; 1960 return tmp;
2257} 1961}
2258 1962
2259/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1966 * 0 otherwise
2263 */ 1967 */
2264static int 1968static int
2265player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2266{ 1970{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2271 */ 1974 */
2272 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2273 1976
2274 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2275 if (key) 1978 if (key)
2276 { 1979 {
2277 object *container = key->env; 1980 object *container = key->env;
2278 1981
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2280 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2281 make_visible (op); 1985 make_visible (op);
1986
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2284 if (door->type == DOOR) 1990 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2289 { 1993 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1996 }
1997
2293 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2296 if (container != op) 2001 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2298 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2299 } 2005 }
2300 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2301 { 2007 {
2302 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2010 return 1;
2305 } 2011 }
2012
2306 return 0; 2013 return 0;
2307} 2014}
2308 2015
2309/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2314 */ 2021 */
2315 2022bool
2316void
2317move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2318{ 2024{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2025 int on_battleground;
2322 mapstruct *m;
2323 2026
2324 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2326 2029
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2328 2040
2329 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2048 * move_ob uses.
2337 */ 2049 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348 2051
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2055 * on the space
2360 */ 2056 */
2361 while (tmp != NULL) 2057 object *mon;
2362 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2363 if (tmp == op) 2059 {
2364 { 2060 if ((mon->flag [FLAG_ALIVE]
2365 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2366 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp; 2063 && mon != op)
2371 break; 2064 break;
2372 } 2065 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 2066
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2068 return false; /* into a wall */
2380 2069
2381 if (mon->head != NULL)
2382 mon = mon->head; 2070 mon = mon->head_ ();
2383 2071
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2385 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2386 return; 2077 return true;
2078 }
2387 2079
2388 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them. 2085 * and thus will not push them.
2394 */ 2086 */
2395 2087
2396 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2399 */ 2091 */
2400 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2401#if COZY_SERVER 2093 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2095 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2097 {
2410 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2099 if (op->contr->braced)
2412 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2415 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2110 make_visible (op);
2111
2417 return; 2112 return true;
2418 } 2113 }
2114 else
2115 return false;
2116 }
2419 2117
2420 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2121 * attack them either.
2424 */ 2122 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2428 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2127 && !on_battleground))
2430 && mon->contr-> 2128 {
2431 peaceful)) && 2129 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2130 {
2131 --op->speed_left;
2132
2437 if (!op->contr->braced) 2133 if (!op->contr->braced)
2438 { 2134 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2441 } 2137 }
2442 else 2138 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2140
2446 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2142 make_visible (op);
2448 }
2449 2143
2144 return true;
2145 }
2146 }
2450 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2149 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2454 { 2153 {
2154 --op->speed_left;
2155
2455 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2457 make_visible (op); 2158 make_visible (op);
2458 }
2459 2159
2160 return true;
2161 }
2162 }
2460 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2168 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2171 {
2470 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2173 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2479 2175
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2484 2177
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2499 make_visible (op); 2179 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2180
2504int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2505move_player (object *op, int dir) 2189move_player (object *op, int dir)
2506{ 2190{
2507 int pick; 2191 int pick;
2508 2192
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2194 return 0;
2511 2195
2512 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2514 { 2198 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2200 return 0;
2517 } 2201 }
2518 2202
2519 /* peterm: added following line */ 2203 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2206
2523 op->facing = dir; 2207 op->facing = dir;
2524 2208
2525 if (op->hide) 2209 if (op->hide)
2526 do_hidden_move (op); 2210 do_hidden_move (op);
2527 2211
2212 bool retval;
2213
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2215 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2531 fire (op, dir); 2217 retval = fire (op, dir);
2532 else 2218 else
2533 { 2219 {
2534 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2221 pick = check_pick (op);
2536 } 2222 }
2537 2223
2538 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2225 * server can handle repeat firing.
2540 */ 2226 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2228 op->direction = dir;
2544 }
2545 else 2229 else
2546 {
2547 op->direction = 0; 2230 op->direction = 0;
2548 } 2231
2549 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2234 * for players.
2552 */ 2235 */
2553 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2554 return 0; 2237
2238 return retval;
2555} 2239}
2556 2240
2557/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2242 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2244 * the new speed values for commands.
2561 * 2245 *
2562 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2563 */ 2249 */
2564int 2250bool
2565handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2566{ 2252{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2254 {
2589 flee_player (op); 2255 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2256 {
2593 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2594 return 0; 2260 return true;
2595 } 2261 }
2596 } 2262 else
2597 2263 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2264 }
2609 2265
2610 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2268 * called, so we recheck it here.
2613 */ 2269 */
2614 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2271 return true;
2617 2272
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2275
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2276 return false;
2634} 2277}
2635 2278
2636int 2279int
2637save_life (object *op) 2280save_life (object *op)
2638{ 2281{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2283 return 0;
2643 2284
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2287 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2649 if (op->contr) 2291 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2293
2652 free_object (tmp); 2294 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2654 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2656 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2657 op->stats.food = 999; 2301 op->stats.food = 999;
2658 fix_player (op); 2302
2303 op->update_stats ();
2659 return 1; 2304 return 1;
2660 } 2305 }
2306
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2310 return 0;
2665} 2311}
2670 * from. 2316 * from.
2671 */ 2317 */
2672void 2318void
2673remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2674{ 2320{
2675 object *next;
2676
2677 while (op) 2321 while (op)
2678 { 2322 {
2679 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2324
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2326 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2690 } 2331 }
2691 else if (op->inv) 2332 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2693 op = next; 2335 op = next;
2694 } 2336 }
2695} 2337}
2696
2697 2338
2698/* 2339/*
2699 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2356 else
2716 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2360 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2363 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2367 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2726 { 2369 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2372 strcat (buf2, buf);
2730 } 2373 }
2374
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2734 return buf2; 2379 return buf2;
2735} 2380}
2736
2737
2738 2381
2739void 2382void
2740do_some_living (object *op) 2383do_some_living (object *op)
2741{ 2384{
2742 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2391 int rate_grace = 2000;
2749 const int max_hp = 1; 2392 const int max_hp = 1;
2750 const int max_sp = 1; 2393 const int max_sp = 1;
2751 const int max_grace = 1; 2394 const int max_grace = 1;
2752 2395
2753 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2759 2414
2760 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2761 { 2416 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2421 else
2768 { 2422 {
2769 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2425 }
2426
2772 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2429 else
2775 { 2430 {
2776 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2433 }
2434
2779 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2437 else
2782 { 2438 {
2783 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2441 }
2786 2442
2787 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2445 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2792 { 2448 {
2793 op->stats.sp++; 2449 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2457 op->stats.food = last_food;
2802 } 2458 }
2803 } 2459 }
2460
2804 if (max_sp > 1) 2461 if (max_sp > 1)
2805 { 2462 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2464 if (over_sp > 0)
2808 { 2465 {
2809 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2810 { 2467 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2471 op->stats.sp--;
2472
2814 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2816 } 2475 }
2817 op->last_sp = 0; 2476 op->last_sp = 0;
2818 } 2477 }
2819 else 2478 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2480 }
2824 else 2481 else
2825 {
2826 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);
2827 }
2828 } 2483 }
2829 2484
2830 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2833 { 2488 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2836 if (max_grace > 1) 2492 if (max_grace > 1)
2837 { 2493 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2495 if (over_grace > 0)
2840 { 2496 {
2868 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2526 op->stats.food = last_food;
2871 } 2527 }
2872 } 2528 }
2529
2873 if (max_hp > 1) 2530 if (max_hp > 1)
2874 { 2531 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2533 if (over_hp > 0)
2877 { 2534 {
2890 } 2547 }
2891 2548
2892 /* Digestion */ 2549 /* Digestion */
2893 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2894 { 2551 {
2895#ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2553
2902 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2556 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2906 /* dms do not consume food */ 2559 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2561 op->stats.food--;
2909 } 2562 }
2910 }
2911 2563
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2565 {
2914 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2915 2567
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2569 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2921 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2577 break;
2926 } 2578 }
2927 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2928 flesh = tmp; 2580 flesh = tmp;
2929 } /* End if paid for object */ 2581 } /* End if paid for object */
2930 } /* end of for loop */ 2582 } /* end of for loop */
2583
2931 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2585 * eat flesh instead.
2933 */ 2586 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2588 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2938 } 2591 }
2939 } /* end if player is starving */ 2592 }
2940 2593
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2943 2596
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2598 kill_player (op);
2599 }
2946} 2600}
2947
2948
2949 2601
2950/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2605 * file.
2957{ 2609{
2958 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2959 int x, y; 2611 int x, y;
2960 2612
2961 //int i; 2613 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2614 maptile *map; /* this is for resurrection */
2963 2615
2964 /* int z; 2616 /* int z;
2965 int num_stats_lose; 2617 int num_stats_lose;
2966 int lost_a_stat; 2618 int lost_a_stat;
2967 int lose_this_stat; 2619 int lose_this_stat;
2982 { 2634 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2637
2986 /* restore player */ 2638 /* restore player */
2987 at = find_archetype ("poisoning"); 2639 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2641 {
2991 remove_ob (tmp); 2642 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2644 }
2995 2645
2996 at = find_archetype ("confusion"); 2646 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2648 {
3000 remove_ob (tmp); 2649 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2651 }
3004 2652
3005 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2656 op->stats.food = 999;
3009 2657
3010 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2660 {
3014 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2662 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2666 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2670 }
3025 2671
3026 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2674 op->contr->braced = 0;
3033 2679
3034 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
3035 2681
3036 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
3037 { 2683 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3047 } 2686 }
3048 else 2687 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3058 } 2689
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2691
3061 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3062 x = op->x; 2693 x = op->x;
3063 y = op->y; 2694 y = op->y;
3064 map = op->map; 2695 map = op->map;
3065 2696
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3072 */ 2700 */
3073 2701
3074 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2704 * of death.
3077 */ 2705 */
3078#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3080 { 2708 {
3081 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2711 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2714 little bit harder. */
3087 /* GD */ 2715 /* GD */
3088 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2717 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2718 else
3094 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3095 num_stats_lose = 1; 2722 num_stats_lose = 1;
3096 } 2723
3097 lost_a_stat = 0; 2724 lost_a_stat = 0;
3098 2725
3099 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3100 { 2727 {
3101 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3102 2729
3103 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3104 { 2750 {
3105 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3106 * what he lost. 2752 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2753 }
3115 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3116 { 2756 {
3117 /* deplete a stat */ 2757 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3119 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3120 2760 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2761 {
3124 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3126 } 2764
3127 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2771 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2772 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2774 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2775 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2776 else
3169 if (this_stat >= -50)
3170 { 2777 {
3171 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2783 }
3177 } 2784 }
3178 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3179 } 2804 }
2805 }
2806 }
3180 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2808 if (!lost_a_stat)
3182 { 2809 {
3183 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3186 2813
3187 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2816 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2818 }
2819#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2821#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2822
3195 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2824 * exp loss on the stone.
3197 */ 2825 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2828 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf; 2832 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2835
3208 /**************************************/ 2836 /**************************************/
3209 /* */ 2837 /* */
3210 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3213 /* */ 2841 /* */
3214
3215 /**************************************/ 2842 /**************************************/
3216 2843
3217 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2845 /* restore player */
3219 at = find_archetype ("poisoning"); 2846 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3221 if (tmp) 2849 if (tmp)
3222 { 2850 {
3223 remove_ob (tmp); 2851 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2853 }
3227 2854
3228 at = find_archetype ("confusion"); 2855 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2857 if (tmp)
3231 { 2858 {
3232 remove_ob (tmp); 2859 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2861 }
2862
3236 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3237 2864
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3241 op->stats.food = 900; 2868 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2872
3246 /* 2873 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3249 * in the map. 2876 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3254 2878
3255 /****************************************/ 2879 /****************************************/
3256 /* */ 2880 /* */
3257 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3259 /* */ 2883 /* */
3260
3261 /****************************************/ 2884 /****************************************/
3262 2885
3263 enter_player_savebed (op); 2886 enter_player_savebed (op);
3264 2887
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2888 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2889
3271 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2893 * on the space that might harm the player.
3275 */ 2894 */
3276 will_kill_again = 0; 2895 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3281 } 2899
3282 if (will_kill_again) 2900 if (will_kill_again)
3283 { 2901 {
3284 object *force; 2902 object *force;
3285 int at; 2903 int at;
3286 2904
3287 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2907 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2912 force->resist[at] = 100;
3296 } 2913
3297 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3298 fix_player (op); 2915 op->update_stats ();
3299 2916
3300 } 2917 }
3301 2918
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2920}
3380
3381 2921
3382void 2922void
3383loot_object (object *op) 2923loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3386 2926
3387 if (op->container) 2927 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2928
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3393 { 2930 {
3394 next = tmp->below; 2931 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3396 continue; 2934 continue;
3397 remove_ob (tmp); 2935
2936 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3399 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2941
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2943 {
3405 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3406 { 2945 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2947 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2949 }
3411 else 2950 else
3412 free_object (tmp); 2951 tmp->destroy ();
3413 } 2952 }
3414 else 2953 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2955 }
3417} 2956}
3419/* 2958/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2961 * was changed.
3423 */ 2962 */
3424
3425void 2963void
3426fix_weight (void) 2964fix_weight (void)
3427{ 2965{
3428 player *pl; 2966 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2967 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2969
3434 if (old == sum) 2970 if (old == sum)
3435 continue; 2971 continue;
3436 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2974 }
3439} 2975}
3440 2976
3441void 2977void
3442fix_luck (void) 2978fix_luck (void)
3443{ 2979{
3444 player *pl; 2980 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3449} 2983}
3450
3451 2984
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3455 */ 2988 */
3456
3457void 2989void
3458cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3459{ 2991{
3460 object *skop, *spob; 2992 object *skop, *spob;
3461 2993
3482 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3016
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3018
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3020}
3491 3021
3492void 3022void
3493make_visible (object *op) 3023make_visible (object *op)
3494{ 3024{
3497 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3498 { 3028 {
3499 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3501 } 3031 }
3032
3502 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3503} 3034}
3504 3035
3505int 3036int
3506is_true_undead (object *op) 3037is_true_undead (object *op)
3507{ 3038{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3040 return 1;
3512 3041
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3042 return 0;
3519} 3043}
3520 3044
3521/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3092 */
3569
3570void 3093void
3571do_hidden_move (object *op) 3094do_hidden_move (object *op)
3572{ 3095{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3097 object *skop;
3578 3101
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3103
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3585 { 3107 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3109 make_visible (op);
3588 return; 3110 return;
3589 } 3111 }
3590 else 3112 else
3591 num += 20; 3113 num += 20;
3592 } 3114
3593 num += op->map->difficulty; 3115 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3117 num -= hide;
3118
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3120 {
3598 make_visible (op); 3121 make_visible (op);
3599 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3124 }
3602 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3127}
3607 3128
3608/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3609 3130
3610int 3131int
3611stand_near_hostile (object *who) 3132stand_near_hostile (object *who)
3612{ 3133{
3613 object *tmp = NULL; 3134 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3135 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3136 maptile *m;
3616 sint16 x, y; 3137 sint16 x, y;
3617 3138
3618 if (!who) 3139 if (!who)
3619 return 0; 3140 return 0;
3620 3141
3637 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3638 continue; 3159 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3161 continue;
3641 3162
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3164 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3166 return 1;
3646 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3647 { 3168 {
3677 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3678 { 3199 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3201 return -1;
3681 } 3202 }
3203
3682 if (!pl || !op) 3204 if (!pl || !op)
3683 return 0; 3205 return 0;
3684 3206
3685 if (op->head)
3686 {
3687 op = op->head; 3207 op = op->head_ ();
3688 } 3208
3689 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3690 3210
3691 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3212 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3694 * a blocked los square. 3214 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3696 */ 3216 */
3697 while (op) 3217 while (op)
3698 { 3218 {
3699 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3701 3221
3702 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3224 * for any meaningful values.
3705 */ 3225 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3229 return 1;
3710 op = op->more; 3230 op = op->more;
3711 } 3231 }
3712 return 0; 3232 return 0;
3713} 3233}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3331 int i = 0, j = 0;
3812 3332
3813 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3822 3342
3823 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3824 return; 3344 return;
3825 3345
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3347
3828 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3829 { 3349 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3351 return;
3832 } 3352 }
3833 3353
3834 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3355 item = tr->item;
3836 3356
3837 if (item->type == SPELL) 3357 if (item->type == SPELL)
3838 { 3358 {
3839 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3840 return; 3360 return;
3899 { 3419 {
3900 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3421 object *skin;
3902 3422
3903 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3905 if (skin == NULL) 3427 if (!skin)
3906 return; 3428 return;
3907 3429
3908 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3432 {
3955 * not readied. 3477 * not readied.
3956 */ 3478 */
3957void 3479void
3958player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3959{ 3481{
3960 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3961 3484
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3963 { 3486 pl->combat_ob = 0;
3487
3964 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3965 { 3489 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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