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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 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);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 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);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
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
319/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 390 set_first_map (pl->ob);
343 391
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 392 return pl;
352} 393}
353 394
354/* 395/*
355 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
358 */ 399 */
359archetype * 400archetype *
360get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
361{ 402{
362 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 404
364 for (;;) 405 for (;;)
365 { 406 {
366 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
367 at = first_archetype; 408 i = archetypes.begin ();
368 else 409 else if (*i == at)
369 at = at->next; 410 cleanup ("not a single player archetype found");
411
370 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
371 return at; 413 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 414 }
378} 415}
379
380 416
381object * 417object *
382get_nearest_player (object *mon) 418get_nearest_player (object *mon)
383{ 419{
384 object *op = NULL; 420 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 421 objectlink *ol;
387 unsigned lastdist; 422 unsigned lastdist;
388 rv_vector rv; 423 rv_vector rv;
389 424
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 426 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 434 object *tmp = ol->ob;
400 435
401 /* 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
402 * itself will have been cleared. 437 * itself will have been cleared.
403 */ 438 */
404 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 ());
405 ol = ol->next; 441 ol = ol->next;
406 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
407 if (!ol) 443 if (!ol)
408 return op; 444 return op;
409 } 445 }
422 { 458 {
423 op = ol->ob; 459 op = ol->ob;
424 lastdist = rv.distance; 460 lastdist = rv.distance;
425 } 461 }
426 } 462 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 463
428 { 464 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
433 { 467 {
434 op = pl->ob; 468 op = pl->ob;
435 lastdist = rv.distance; 469 lastdist = rv.distance;
436 } 470 }
437 } 471
438 }
439#if 0 472#if 0
440 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)");
441#endif 474#endif
442 return op; 475 return op;
443} 476}
461 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 496 * is probably not a good thing.
464 */ 497 */
465#define MAX_SPACES 50 498#define MAX_SPACES 50
466
467 499
468/* 500/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
502 x = mon->x; 534 x = mon->x;
503 y = mon->y; 535 y = mon->y;
504 m = mon->map; 536 m = mon->map;
505 dir = rv.direction; 537 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 542 if (diff > max)
510 return 0; 543 return 0;
544
511 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
512 { 546 {
513 lastx = x; 547 lastx = x;
514 lasty = y; 548 lasty = y;
515 lastmap = m; 549 lastmap = m;
597 max--; 631 max--;
598 lastdir = dir; 632 lastdir = dir;
599 if (!firstdir) 633 if (!firstdir)
600 firstdir = dir; 634 firstdir = dir;
601 } 635 }
636
602 if (diff <= 1) 637 if (diff <= 1)
603 { 638 {
604 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 640 * headed toward player for entire distance.
606 */ 641 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 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));
609 } 644 }
645
610 if (diff > max) 646 if (diff > max)
611 return 0; 647 return 0;
612 } 648 }
649
613 /* 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 */
614 if (!max) 651 if (!max)
615 return 0; 652 return 0;
616 653
617 return firstdir; 654 return firstdir;
710 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
711 link_player_skills (pl); 748 link_player_skills (pl);
712} 749}
713 750
714void 751void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
799{ 753{
800 if (party == NULL) 754 if (party == NULL)
801 { 755 {
802 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);
803 return; 757 return;
804 } 758 }
759
805 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
808 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:");
809} 764}
810
811 765
812/* 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. */
813int 767static int
814roll_stat (void) 768roll_stat (void)
815{ 769{
816 int a[4], i, j, k; 770 int a[4], i, j, k;
817 771
818 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
820 774
821 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 776 if (a[i] < k)
823 k = a[i], j = i; 777 k = a[i], j = i;
824 778
825 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 780 if (i != j)
828 k += a[i]; 781 k += a[i];
829 } 782
830 return k; 783 return k;
831} 784}
832 785
833void 786void
834roll_stats (object *op) 787object::roll_stats ()
835{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
836 int sum = 0; 793 int sum = 0;
837 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
839 796
840 do 797 if (sum >= 82 && sum <= 116)
798 break;
841 { 799 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 800
853 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 803
862 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
863 do 805 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 806
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 807 stats.exp = 0;
898 op->stats.ac = 0; 808 stats.ac = 0;
899 809
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
909} 822}
910 823
911void 824void
912Roll_Again (object *op) 825object::swap_stats (int a, int b)
913{ 826{
914 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 828
919void 829 for (int i = 0; i < NUM_STATS; ++i)
920Swap_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)
921{ 856{
922 signed char tmp;
923 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
924 858
925 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 863}
1040 864
1041/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1045 * not the class. 869 * not the class.
1046 */ 870 */
1047 871void
1048int 872player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 873{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1067 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1069 883
1070 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1071 885
1072 if (op->msg) 886 if (ob->msg)
1073 op->msg = NULL; 887 ob->msg = 0;
1074 888
1075 /* 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
1076 * to save here. 890 * to save here.
1077 */ 891 */
892 {
893 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1080 897
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 898 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 901 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1089 fix_player (op); 903 ob->update_stats ();
1090 904
1091 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1092 * is one for this race 906 * is one for this race
1093 */ 907 */
1094 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1095 { 909 {
1096 object *tmp; 910 object *tmp;
1097 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1098 912
1099 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);
1100 tmp = object::create (); 914 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1104 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;
1105 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1106 * default initial map */ 920 * default initial map */
1107 tmp->destroy (); 921 tmp->destroy ();
1108 } 922 }
1109 else 923 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 925}
1113 return 0;
1114 }
1115 926
927void
928player::chargen_race_next ()
929{
1116 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1118 */ 932 */
1119 933
1120 tmp_loop = 0; 934 do
1121 while (!tmp_loop)
1122 { 935 {
1123 shstr name = op->name; 936 shstr name = ob->name;
1124 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1125 938
1126 remove_statbonus (op); 939 ob->remove_statbonus ();
1127 op->remove (); 940 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1130 op->instantiate (); 943 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1133 op->x = x; 946 ob->x = x;
1134 op->y = y; 947 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 951 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 952 }
953 while (!allowed_class (ob));
1141 954
1142 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 957 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 960 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 961}
1204 962
1205void 963void
1206flee_player (object *op) 964flee_player (object *op)
1207{ 965{
1237 { 995 {
1238 op->enemy = NULL; 996 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 998 return;
1241 } 999 }
1000
1242 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1243 1002
1244 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1246 { 1005 {
1247 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1248 1007
1249 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)))
1250 {
1251 return; 1009 return;
1252 }
1253 } 1010 }
1011
1254 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1014 op->enemy = NULL;
1257} 1015}
1258 1016
1259
1260/* 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.
1261 * 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
1262 * stop. 1019 * stop.
1263 */ 1020 */
1264int 1021int
1265check_pick (object *op) 1022check_pick (object *op)
1266{ 1023{
1267 object *tmp, *next; 1024 object *tmp, *next;
1268 int stop = 0; 1025 int stop = 0;
1269 int j, k, wvratio; 1026 int wvratio;
1270 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1271 1028
1272 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1274 return 1; 1031 return 1;
1275 1032
1343 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &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))));
1346 else 1103 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &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
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1108 }
1109
1380 /* philosophy: 1110 /* philosophy:
1381 * 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
1382 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1384 * 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
1385 * example. 1115 * example.
1386 * 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
1387 * 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
1388 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1573 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1575 { 1305 {
1576 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1577 { 1307 {
1578 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 &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1580 { 1310 {
1581 pick_up (op, tmp); 1311 pick_up (op, tmp);
1582 continue; 1312 continue;
1583 } 1313 }
1584 } 1314 }
1585 1315
1586 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1587 { 1317 {
1588 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)
1589 { 1319 {
1590 pick_up (op, tmp); 1320 pick_up (op, tmp);
1591 continue; 1321 continue;
1592 } 1322 }
1593 } 1323 }
1618 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1619 { 1349 {
1620 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1621 } 1351 }
1622 else 1352 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1625 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))));
1626#endif 1356#endif
1627 continue; 1357 continue;
1628 } 1358 }
1639 * found object is returned. 1369 * found object is returned.
1640 */ 1370 */
1641object * 1371object *
1642find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1643{ 1373{
1644 object *tmp = NULL; 1374 object *tmp = 0;
1645 1375
1646 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1647 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))
1648 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1650 return op; 1380 return op;
1381
1651 return tmp; 1382 return tmp;
1652} 1383}
1653 1384
1654/* 1385/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1390 */
1660
1661object * 1391object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1393{
1664 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1698 else 1428 else
1699 { 1429 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1431 {
1702 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 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)
1705 { 1435 {
1706 tmp = arrow; 1436 tmp = arrow;
1707 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;
1708 } 1438 }
1709 } 1439 }
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1441 {
1712 tmp = arrow; 1442 tmp = arrow;
1731 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1462 * op = the shooter
1733 * type = bow->race 1463 * type = bow->race
1734 * dir = fire direction 1464 * dir = fire direction
1735 */ 1465 */
1736
1737object * 1466object *
1738pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1739{ 1468{
1740 object *tmp = NULL; 1469 object *tmp = NULL;
1741 maptile *m; 1470 maptile *m;
1806 */ 1535 */
1807int 1536int
1808fire_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)
1809{ 1538{
1810 object *left, *bow; 1539 object *left, *bow;
1811 int bowspeed, mflags; 1540 int mflags;
1812 maptile *m; 1541 maptile *m;
1813 1542
1814 if (!dir) 1543 if (!dir)
1815 { 1544 {
1816 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!");
1817 return 0; 1546 return 0;
1818 } 1547 }
1819 if (op->type == PLAYER) 1548
1820 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1821 else 1551 else
1822 { 1552 {
1823 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1824 /* 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
1825 * 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.
1830 if (!bow) 1560 if (!bow)
1831 { 1561 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1563 return 0;
1834 } 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
1835 } 1573 }
1574
1836 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1837 { 1576 {
1838 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);
1839 return 0; 1578 return 0;
1840 } 1579 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1580
1850 if (arrow == NULL) 1581 if (arrow == NULL)
1851 { 1582 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1584 {
1854 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1855 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);
1856 /* 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 */
1857 else 1588 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1859 return 0; 1591 return 0;
1860 } 1592 }
1861 } 1593 }
1594
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1597 return 0;
1866 } 1598
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1600 {
1869 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.");
1870 return 0; 1602 return 0;
1871 } 1603 }
1877 return 0; 1609 return 0;
1878 } 1610 }
1879 1611
1880 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1614 if (!arrow)
1883 { 1615 {
1884 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);
1885 return 0; 1617 return 0;
1886 } 1618 }
1619
1887 arrow->set_owner (op); 1620 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1622 arrow->direction = dir;
1891 arrow->x = sx; 1623
1892 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;
1893 1656
1894 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1895 { 1658 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 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;
1929 } 1666 }
1930 else 1667 else
1931 { 1668 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1669 arrow->level = op->level;
1934 } 1670 arrow->stats.wc -= bow->magic;
1935 1671
1936 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1937 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1938 1677
1939 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1680
1942 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1684
1946 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);
1947 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1948 1687
1949 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1689 move_arrow (arrow);
1951 1690
1952 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1972{ 1711{
1973 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1974 1713
1975 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1976 { 1715 {
1977 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);
1978 } 1717 }
1979 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)
1980 { 1719 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1721 wcmod = -1;
1722
1983 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);
1984 } 1724 }
1985 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1986 { 1726 {
1987 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);
1991 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1732 {
1993 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);
1994 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);
1995 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);
1996
1997 } 1736 }
1998 else 1737 else
1999 { 1738 {
2000 /* Simple case */ 1739 /* Simple case */
2001 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);
2002 } 1741 }
1742
2003 return ret; 1743 return ret;
2004} 1744}
2005
2006 1745
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2009 */ 1748 */
2010void 1749void
2011fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2012{ 1751{
2013 object *item; 1752 object *item = op->contr->ranged_ob;
2014 1753
2015 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2016 { 1755 {
2017 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.");
2018 return; 1757 return;
2019 } 1758 }
2020 1759
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1760 if (!item->inv)
2023 { 1761 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1763 return;
2026 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2027 if (item->type == WAND) 1769 if (item->type == WAND)
2028 { 1770 {
2029 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2030 { 1772 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032 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
2033 return; 1776 return;
2034 } 1777 }
2035 } 1778 }
2036 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2037 { 1780 {
2038 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))
2039 { 1782 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2041 if (item->type == ROD) 1785 if (item->type == ROD)
2042 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));
2043 else 1787 else
2044 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
2045 return; 1790 return;
2046 } 1791 }
2047 } 1792 }
2048 1793
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2056 object *tmp; 1801 object *tmp;
2057 1802
2058 if (item->arch) 1803 if (item->arch)
2059 { 1804 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2062 item->speed = 0; 1807 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1808 }
1809
2065 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1812 }
2068 } 1813 }
2069 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1815 drain_rod_charge (item);
2072 }
2073 } 1816 }
2074} 1817}
2075 1818
2076/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2077 */ 1820 */
2078void 1821bool
2079fire (object *op, int dir) 1822fire (object *op, int dir)
2080{ 1823{
2081 int spellcost = 0; 1824 int spellcost = 0;
2082 1825
2083 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2085 make_visible (op); 1828 make_visible (op);
2086 1829
2087 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;
2088 { 1836 }
2089 case range_none:
2090 return;
2091 1837
2092 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:
2093 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2094 return; 1855 break;
2095 1856
2096 case range_magic: /* Casting spells */ 1857 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2098 return; 1859 break;
2099 1860
2100 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2101 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2102 return; 1871 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1872 }
2130}
2131 1873
2132 1874 return true;
1875}
2133 1876
2134/* find_key 1877/* find_key
2135 * 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
2136 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1882 * pl is the player,
2140 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2143 */ 1886 */
2144
2145object * 1887object *
2146find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2147{ 1889{
2148 object *tmp, *key; 1890 object *tmp, *key;
2149 1891
2150 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1893 if (!container->inv)
2152 return NULL; 1894 return 0;
2153 1895
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1898 {
2157 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1900 break;
2159 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2161 */ 1903 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1905 break;
2164 } 1906 }
1907
2165 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1911 * a key, return
2169 */ 1912 */
2170 if (!tmp) 1913 if (!tmp)
2171 { 1914 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1916 {
2174 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1919 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2178 return key; 1921 return key;
2179 } 1922 }
2180 } 1923 }
1924
2181 if (!tmp) 1925 if (!tmp)
2182 return NULL; 1926 return NULL;
2183 } 1927 }
1928
2184 /* 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,
2185 * see if we actually want to use it 1930 * see if we actually want to use it
2186 */ 1931 */
2187 if (pl != container) 1932 if (pl != container)
2188 { 1933 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "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));
2211 return NULL; 1956 return NULL;
2212 } 1957 }
2213 } 1958 }
1959
2214 return tmp; 1960 return tmp;
2215} 1961}
2216 1962
2217/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1966 * 0 otherwise
2221 */ 1967 */
2222static int 1968static int
2223player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2224{ 1970{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2229 */ 1974 */
2230 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2231 1976
2232 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2233 if (key) 1978 if (key)
2234 { 1979 {
2235 object *container = key->env; 1980 object *container = key->env;
2236 1981
2237 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
2238 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2239 make_visible (op); 1985 make_visible (op);
1986
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2242 if (door->type == DOOR) 1990 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2247 { 1993 {
2248 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));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1996 }
1997
2251 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2254 if (container != op) 2001 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2256 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2257 } 2005 }
2258 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2259 { 2007 {
2260 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2010 return 1;
2263 } 2011 }
2012
2264 return 0; 2013 return 0;
2265} 2014}
2266 2015
2267/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2272 */ 2021 */
2273 2022bool
2274void
2275move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2276{ 2024{
2277 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2025 int on_battleground;
2280 maptile *m;
2281 2026
2282 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2284 2029
2285 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 }
2286 2040
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2291 * 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
2292 * 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
2293 * 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
2294 * move_ob uses. 2048 * move_ob uses.
2295 */ 2049 */
2296 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);
2297 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2300 m = get_map_from_coord (op->map, &nx, &ny);
2301 if (!m)
2302 return; /* Don't think this should happen */
2303 }
2304 else
2305 m = op->map;
2306 2051
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return;
2311 }
2312
2313 mon = NULL;
2314 /* 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
2315 * 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.
2316 * 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
2317 * on the space 2055 * on the space
2318 */ 2056 */
2319 while (tmp != NULL) 2057 object *mon;
2320 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2321 if (tmp == op) 2059 {
2322 { 2060 if ((mon->flag [FLAG_ALIVE]
2323 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2324 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp; 2063 && mon != op)
2330 break; 2064 break;
2331 } 2065 }
2332 2066
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2068 return false; /* into a wall */
2341 2069
2342 if (mon->head != NULL)
2343 mon = mon->head; 2070 mon = mon->head_ ();
2344 2071
2345 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)
2346 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2347 return; 2077 return true;
2078 }
2348 2079
2349 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them. 2085 * and thus will not push them.
2355 */ 2086 */
2356 2087
2357 /* 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
2358 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2360 */ 2091 */
2361 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2366#else
2367 && mon->owner == op 2095 || mon->owner == op)
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2097 {
2371 /* 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 */
2372 if (op->contr->braced) 2099 if (op->contr->braced)
2373 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2374 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);
2375 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2376 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2110 make_visible (op);
2111
2378 return; 2112 return true;
2379 } 2113 }
2114 else
2115 return false;
2116 }
2380 2117
2381 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2383 * 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
2384 * attack them either. 2121 * attack them either.
2385 */ 2122 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2387 (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))
2388#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2389 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2127 && !on_battleground))
2391 && mon->contr-> 2128 {
2392 peaceful)) && 2129 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2130 {
2131 --op->speed_left;
2132
2398 if (!op->contr->braced) 2133 if (!op->contr->braced)
2399 { 2134 {
2400 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);
2401 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2402 } 2137 }
2403 else 2138 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2140
2407 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2142 make_visible (op);
2409 }
2410 2143
2144 return true;
2145 }
2146 }
2411 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2412 * 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.
2413 */ 2149 */
2414 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)
2415 { 2153 {
2154 --op->speed_left;
2155
2416 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2418 make_visible (op); 2158 make_visible (op);
2419 }
2420 2159
2160 return true;
2161 }
2162 }
2421 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2422 * 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
2423 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2424 * 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
2425 * 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.
2426 */ 2168 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((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)))
2430 { 2171 {
2431 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2173 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2440 2175
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2445 2177
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2460 make_visible (op); 2179 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2180
2465int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2466move_player (object *op, int dir) 2189move_player (object *op, int dir)
2467{ 2190{
2468 int pick; 2191 int pick;
2469 2192
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2194 return 0;
2472 2195
2473 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2475 { 2198 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2200 return 0;
2478 } 2201 }
2479 2202
2480 /* peterm: added following line */ 2203 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2206
2484 op->facing = dir; 2207 op->facing = dir;
2485 2208
2486 if (op->hide) 2209 if (op->hide)
2487 do_hidden_move (op); 2210 do_hidden_move (op);
2488 2211
2212 bool retval;
2213
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2215 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2492 fire (op, dir); 2217 retval = fire (op, dir);
2493 else 2218 else
2494 { 2219 {
2495 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2221 pick = check_pick (op);
2497 } 2222 }
2498 2223
2499 /* 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
2500 * server can handle repeat firing. 2225 * server can handle repeat firing.
2501 */ 2226 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2228 op->direction = dir;
2505 }
2506 else 2229 else
2507 {
2508 op->direction = 0; 2230 op->direction = 0;
2509 } 2231
2510 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2234 * for players.
2513 */ 2235 */
2514 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2515 return 0; 2237
2238 return retval;
2516} 2239}
2517 2240
2518/* 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
2519 * new client/server stuff. 2242 * new client/server stuff.
2520 * 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
2521 * the new speed values for commands. 2244 * the new speed values for commands.
2522 * 2245 *
2523 * 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.
2524 */ 2249 */
2525int 2250bool
2526handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2527{ 2252{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2254 {
2550 flee_player (op); 2255 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2256 {
2554 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2555 return 0; 2260 return true;
2556 } 2261 }
2262 else
2263 return false;
2557 } 2264 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2265
2567 /* 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
2568 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2268 * called, so we recheck it here.
2570 */ 2269 */
2571 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2271 return true;
2574 2272
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2275
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2276 return false;
2591} 2277}
2592 2278
2593int 2279int
2594save_life (object *op) 2280save_life (object *op)
2595{ 2281{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2283 return 0;
2600 2284
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2287 {
2604 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);
2605 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));
2606 2290
2614 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2615 2299
2616 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2617 op->stats.food = 999; 2301 op->stats.food = 999;
2618 2302
2619 fix_player (op); 2303 op->update_stats ();
2620 return 1; 2304 return 1;
2621 } 2305 }
2306
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2310 return 0;
2626} 2311}
2631 * from. 2316 * from.
2632 */ 2317 */
2633void 2318void
2634remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2635{ 2320{
2636 object *next;
2637
2638 while (op) 2321 while (op)
2639 { 2322 {
2640 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' */
2641 * we remove object 'op' 2324
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2326 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2651 } 2331 }
2652 else if (op->inv) 2332 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2654 op = next; 2335 op = next;
2655 } 2336 }
2656} 2337}
2657
2658 2338
2659/* 2339/*
2660 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2356 else
2677 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2360 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2681 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);
2682 else 2363 else
2683 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
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2367 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2687 { 2369 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2372 strcat (buf2, buf);
2691 } 2373 }
2374
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2695 return buf2; 2379 return buf2;
2696} 2380}
2697
2698
2699 2381
2700void 2382void
2701do_some_living (object *op) 2383do_some_living (object *op)
2702{ 2384{
2703 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2391 int rate_grace = 2000;
2710 const int max_hp = 1; 2392 const int max_hp = 1;
2711 const int max_sp = 1; 2393 const int max_sp = 1;
2712 const int max_grace = 1; 2394 const int max_grace = 1;
2713 2395
2714 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2414
2721 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2722 { 2416 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2421 else
2729 { 2422 {
2730 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2425 }
2426
2733 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2429 else
2736 { 2430 {
2737 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2433 }
2434
2740 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2437 else
2743 { 2438 {
2744 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2441 }
2747 2442
2748 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2445 {
2751 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);
2752 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2753 { 2448 {
2754 op->stats.sp++; 2449 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2761 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))
2762 op->stats.food = last_food; 2457 op->stats.food = last_food;
2763 } 2458 }
2764 } 2459 }
2460
2765 if (max_sp > 1) 2461 if (max_sp > 1)
2766 { 2462 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2464 if (over_sp > 0)
2769 { 2465 {
2770 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2771 { 2467 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2773 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))
2774 op->stats.sp--; 2471 op->stats.sp--;
2472
2775 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2777 } 2475 }
2778 op->last_sp = 0; 2476 op->last_sp = 0;
2779 } 2477 }
2780 else 2478 else
2781 {
2782 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);
2783 }
2784 } 2480 }
2785 else 2481 else
2786 {
2787 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);
2788 }
2789 } 2483 }
2790 2484
2791 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2794 { 2488 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2797 if (max_grace > 1) 2492 if (max_grace > 1)
2798 { 2493 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2495 if (over_grace > 0)
2801 { 2496 {
2829 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2526 op->stats.food = last_food;
2832 } 2527 }
2833 } 2528 }
2529
2834 if (max_hp > 1) 2530 if (max_hp > 1)
2835 { 2531 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2533 if (over_hp > 0)
2838 { 2534 {
2851 } 2547 }
2852 2548
2853 /* Digestion */ 2549 /* Digestion */
2854 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2855 { 2551 {
2856#ifdef COZY_SERVER
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 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;
2861#endif
2862 2553
2863 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2556 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2867 /* dms do not consume food */ 2559 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2561 op->stats.food--;
2870 } 2562 }
2871 }
2872 2563
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2565 {
2875 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2876 2567
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2569 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2882 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2883 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.");
2884 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2577 break;
2887 } 2578 }
2888 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2889 flesh = tmp; 2580 flesh = tmp;
2890 } /* End if paid for object */ 2581 } /* End if paid for object */
2891 } /* end of for loop */ 2582 } /* end of for loop */
2583
2892 /* 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
2893 * eat flesh instead. 2585 * eat flesh instead.
2894 */ 2586 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2588 {
2897 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.");
2898 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2899 } 2591 }
2900 } /* end if player is starving */ 2592 }
2901 2593
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2904 2596
2905 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))
2906 kill_player (op); 2598 kill_player (op);
2599 }
2907} 2600}
2908
2909
2910 2601
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2605 * file.
2944 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!");
2945 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...");
2946 2637
2947 /* restore player */ 2638 /* restore player */
2948 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2641 {
2952 tmp->destroy (); 2642 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2644 }
2955 2645
2956 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2648 {
2960 tmp->destroy (); 2649 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2651 }
2963 2652
2965 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2656 op->stats.food = 999;
2968 2657
2969 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2660 {
2973 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2662 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2976 " 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",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2666 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2670 }
2984 2671
2985 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2674 op->contr->braced = 0;
2992 2679
2993 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2994 2681
2995 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2996 { 2683 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3006 } 2686 }
3007 else 2687 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3017 } 2689
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2691
3020 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3021 x = op->x; 2693 x = op->x;
3022 y = op->y; 2694 y = op->y;
3023 map = op->map; 2695 map = op->map;
3024 2696
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * 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.
3030 * 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.
3031 */ 2700 */
3032 2701
3033 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2704 * of death.
3036 */ 2705 */
3037#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3039 { 2708 {
3040 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3041 /* 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
3042 more if they do. */ 2711 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2714 little bit harder. */
3046 /* GD */ 2715 /* GD */
3047 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2717 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2718 else
3053 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3054 num_stats_lose = 1; 2722 num_stats_lose = 1;
3055 } 2723
3056 lost_a_stat = 0; 2724 lost_a_stat = 0;
3057 2725
3058 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3059 { 2727 {
3060 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3061 2729
3062 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)
3063 { 2750 {
3064 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3065 * what he lost. 2752 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2753 }
3074 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3075 { 2756 {
3076 /* deplete a stat */ 2757 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3078 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3079 2760 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2761 {
3083 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3085 } 2764
3086 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 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)
3093 { 2771 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2772 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2774 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2775 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2776 else
3128 if (this_stat >= -50)
3129 { 2777 {
3130 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 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"); */
3135 } 2783 }
3136 } 2784 }
3137 } 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 }
3138 } 2804 }
2805 }
2806 }
3139 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2808 if (!lost_a_stat)
3141 { 2809 {
3142 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3145 2813
3146 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3147 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);
3148 else 2816 else
3149 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.");
3150 } 2818 }
3151#else 2819#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2821#endif
3154 2822
3155 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2824 * exp loss on the stone.
3157 */ 2825 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2828 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3163 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);
3164 tmp->msg = buf; 2832 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2835
3168 /**************************************/ 2836 /**************************************/
3169 /* */ 2837 /* */
3170 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3173 /* */ 2841 /* */
3174 /**************************************/ 2842 /**************************************/
3175 2843
3176 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2845 /* restore player */
3178 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3180 2848
3181 if (tmp) 2849 if (tmp)
3182 { 2850 {
3183 tmp->destroy (); 2851 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2853 }
3186 2854
3187 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2857 if (tmp)
3190 { 2858 {
3191 tmp->destroy (); 2859 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2861 }
3194 2862
3195 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3196 2864
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3200 op->stats.food = 900; 2868 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2872
3205 /* 2873 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3208 * in the map. 2876 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3213 2878
3214 /****************************************/ 2879 /****************************************/
3215 /* */ 2880 /* */
3216 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3218 /* */ 2883 /* */
3219 /****************************************/ 2884 /****************************************/
3220 2885
3221 enter_player_savebed (op); 2886 enter_player_savebed (op);
3222 2887
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2888 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2889
3229 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2893 * on the space that might harm the player.
3233 */ 2894 */
3234 will_kill_again = 0; 2895 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3238 2899
3239 if (will_kill_again) 2900 if (will_kill_again)
3240 { 2901 {
3241 object *force; 2902 object *force;
3242 int at; 2903 int at;
3243 2904
3244 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2907 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2912 force->resist[at] = 100;
3252 2913
3253 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3254 fix_player (op); 2915 op->update_stats ();
3255 2916
3256 } 2917 }
3257 2918
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2920}
3327
3328 2921
3329void 2922void
3330loot_object (object *op) 2923loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3333 2926
3334 if (op->container) 2927 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2928
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3340 { 2930 {
3341 next = tmp->below; 2931 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3343 continue; 2934 continue;
2935
3344 tmp->remove (); 2936 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3346 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2941
3349 }
3350 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))))
3351 { 2943 {
3352 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3353 { 2945 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2947 tmp2->destroy ();
3366/* 2958/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2961 * was changed.
3370 */ 2962 */
3371
3372void 2963void
3373fix_weight (void) 2964fix_weight (void)
3374{ 2965{
3375 player *pl; 2966 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2967 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2969
3381 if (old == sum) 2970 if (old == sum)
3382 continue; 2971 continue;
3383 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3384 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);
3385 } 2974 }
3386} 2975}
3387 2976
3388void 2977void
3389fix_luck (void) 2978fix_luck (void)
3390{ 2979{
3391 player *pl; 2980 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3396} 2983}
3397
3398 2984
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3402 */ 2988 */
3403
3404void 2989void
3405cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3406{ 2991{
3407 object *skop, *spob; 2992 object *skop, *spob;
3408 2993
3442 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3443 { 3028 {
3444 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3446 } 3031 }
3032
3447 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3448} 3034}
3449 3035
3450int 3036int
3451is_true_undead (object *op) 3037is_true_undead (object *op)
3452{ 3038{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 3040 return 1;
3457 3041
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3042 return 0;
3464} 3043}
3465 3044
3466/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3509/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 3092 */
3514
3515void 3093void
3516do_hidden_move (object *op) 3094do_hidden_move (object *op)
3517{ 3095{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3519 object *skop; 3097 object *skop;
3523 3101
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3103
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3530 { 3107 {
3531 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!");
3532 make_visible (op); 3109 make_visible (op);
3533 return; 3110 return;
3534 } 3111 }
3535 else 3112 else
3536 num += 20; 3113 num += 20;
3537 } 3114
3538 num += op->map->difficulty; 3115 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3117 num -= hide;
3118
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3120 {
3543 make_visible (op); 3121 make_visible (op);
3544 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3545 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!");
3546 } 3124 }
3547 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 3127}
3552 3128
3553/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3554 3130
3555int 3131int
3582 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3583 continue; 3159 continue;
3584 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)))
3585 continue; 3161 continue;
3586 3162
3587 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)
3588 { 3164 {
3589 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))
3590 return 1; 3166 return 1;
3591 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3592 { 3168 {
3622 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3623 { 3199 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3201 return -1;
3626 } 3202 }
3203
3627 if (!pl || !op) 3204 if (!pl || !op)
3628 return 0; 3205 return 0;
3629 3206
3630 if (op->head)
3631 {
3632 op = op->head; 3207 op = op->head_ ();
3633 } 3208
3634 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3635 3210
3636 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3212 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3639 * a blocked los square. 3214 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3641 */ 3216 */
3642 while (op) 3217 while (op)
3643 { 3218 {
3644 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3646 3221
3647 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3648 * 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
3649 * for any meaningful values. 3224 * for any meaningful values.
3650 */ 3225 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !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)])
3654 return 1; 3229 return 1;
3655 op = op->more; 3230 op = op->more;
3656 } 3231 }
3657 return 0; 3232 return 0;
3658} 3233}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3331 int i = 0, j = 0;
3757 3332
3758 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3767 3342
3768 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3769 return; 3344 return;
3770 3345
3771 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++);
3772 3347
3773 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3774 { 3349 {
3775 /* 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]); */
3776 return; 3351 return;
3777 } 3352 }
3778 3353
3779 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3355 item = tr->item;
3781 3356
3782 if (item->type == SPELL) 3357 if (item->type == SPELL)
3783 { 3358 {
3784 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3785 return; 3360 return;
3844 { 3419 {
3845 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3421 object *skin;
3847 3422
3848 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3849 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
3850 if (skin == NULL) 3427 if (!skin)
3851 return; 3428 return;
3852 3429
3853 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3432 {
3900 * not readied. 3477 * not readied.
3901 */ 3478 */
3902void 3479void
3903player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3904{ 3481{
3905 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3906 3484
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3908 { 3486 pl->combat_ob = 0;
3487
3909 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3910 { 3489 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 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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