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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 25#include <sproto.h>
36#endif
37#include <sounds.h> 26#include <sounds.h>
38#include <living.h> 27#include <living.h>
39#include <object.h> 28#include <object.h>
40#include <spells.h> 29#include <spells.h>
41#include <skills.h> 30#include <skills.h>
42#include <newclient.h>
43 31
44#ifdef COZY_SERVER 32#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 33#include <functional>
46#endif
47 34
48player * 35playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 36
87void 37void
88display_motd (const object *op) 38display_motd (const object *op)
89{ 39{
90 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
93 int comp; 43 int comp;
94 int size; 44 int size;
95 45
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 48 return;
100 } 49
101 motd[0] = '\0'; 50 motd[0] = '\0';
102 size = 0; 51 size = 0;
52
103 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
104 { 54 {
105 if (*buf == '#') 55 if (*buf == '#')
106 continue; 56 continue;
57
107 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 59 size += strlen (buf);
109 } 60 }
61
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
112} 64}
113 65
114void 66void
120 int comp; 72 int comp;
121 int size; 73 int size;
122 74
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 77 return;
127 } 78
128 rules[0] = '\0'; 79 rules[0] = '\0';
129 size = 0; 80 size = 0;
81
130 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
131 { 83 {
132 if (*buf == '#') 84 if (*buf == '#')
133 continue; 85 continue;
86
134 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
135 { 88 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 90 break;
138 } 91 }
92
139 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 94 size += strlen (buf);
141 } 95 }
96
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
144} 99}
145 100
146void 101void
154 int size; 109 int size;
155 110
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 113 return;
114
159 news[0] = '\0'; 115 news[0] = '\0';
160 subject[0] = '\0'; 116 subject[0] = '\0';
161 size = 0; 117 size = 0;
118
162 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
163 { 120 {
164 if (*buf == '#') 121 if (*buf == '#')
165 continue; 122 continue;
123
166 if (*buf == '%') 124 if (*buf == '%')
167 { /* send one news */ 125 { /* send one news */
168 if (size > 0) 126 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
170 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
171 strip_endline (subject); 130 strip_endline (subject);
172 size = 0; 131 size = 0;
173 news[0] = '\0'; 132 news[0] = '\0';
174 } 133 }
183 size += strlen (buf); 142 size += strlen (buf);
184 } 143 }
185 } 144 }
186 145
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 149}
317 150
318/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
319static void 152static void
320set_first_map (object *op) 153set_first_map (object *op)
321{ 154{
322 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
323 op->x = -1; 156 op->x = -1;
324 op->y = -1; 157 op->y = -1;
325 enter_exit (op, NULL);
326} 158}
327 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
328/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
330 * mode. 380 * mode.
331 */ 381 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
337 386
338 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 388
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 393 set_first_map (pl->ob);
350 394
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 395 return pl;
358} 396}
359 397
360/* 398/*
361 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
364 */ 402 */
365archetype * 403archetype *
366get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
367{ 405{
368 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
369 407
370 for (;;) 408 for (;;)
371 { 409 {
372 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
373 at = first_archetype; 411 i = archetypes.begin ();
374 else 412 else if (*i == at)
375 at = at->next; 413 cleanup ("not a single player archetype found");
414
376 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
377 return at; 416 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 417 }
384} 418}
385
386 419
387object * 420object *
388get_nearest_player (object *mon) 421get_nearest_player (object *mon)
389{ 422{
390 object *op = NULL; 423 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 424 objectlink *ol;
393 unsigned lastdist; 425 unsigned lastdist;
394 rv_vector rv; 426 rv_vector rv;
395 427
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 429 {
398 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 437 object *tmp = ol->ob;
406 438
407 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 440 * itself will have been cleared.
409 */ 441 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
411 ol = ol->next; 444 ol = ol->next;
412 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
413 if (!ol) 446 if (!ol)
414 return op; 447 return op;
415 } 448 }
428 { 461 {
429 op = ol->ob; 462 op = ol->ob;
430 lastdist = rv.distance; 463 lastdist = rv.distance;
431 } 464 }
432 } 465 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 466
434 { 467 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
439 { 470 {
440 op = pl->ob; 471 op = pl->ob;
441 lastdist = rv.distance; 472 lastdist = rv.distance;
442 } 473 }
443 } 474
444 }
445#if 0 475#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 477#endif
448 return op; 478 return op;
449} 479}
467 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 499 * is probably not a good thing.
470 */ 500 */
471#define MAX_SPACES 50 501#define MAX_SPACES 50
472
473 502
474/* 503/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 525path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 526{
498 rv_vector rv; 527 rv_vector rv;
499 sint16 x, y; 528 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 530 maptile *m, *lastmap;
502 531
503 get_rangevector (mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
504 533
505 if (rv.distance < mindiff) 534 if (rv.distance < mindiff)
506 return 0; 535 return 0;
508 x = mon->x; 537 x = mon->x;
509 y = mon->y; 538 y = mon->y;
510 m = mon->map; 539 m = mon->map;
511 dir = rv.direction; 540 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
514 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 545 if (diff > max)
516 return 0; 546 return 0;
547
517 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
518 { 549 {
519 lastx = x; 550 lastx = x;
520 lasty = y; 551 lasty = y;
521 lastmap = m; 552 lastmap = m;
603 max--; 634 max--;
604 lastdir = dir; 635 lastdir = dir;
605 if (!firstdir) 636 if (!firstdir)
606 firstdir = dir; 637 firstdir = dir;
607 } 638 }
639
608 if (diff <= 1) 640 if (diff <= 1)
609 { 641 {
610 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 643 * headed toward player for entire distance.
612 */ 644 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 647 }
648
616 if (diff > max) 649 if (diff > max)
617 return 0; 650 return 0;
618 } 651 }
652
619 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
620 if (!max) 654 if (!max)
621 return 0; 655 return 0;
622 656
623 return firstdir; 657 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 688 {
655 remove_ob (op); 689 op->destroy ();
656 free_object (op);
657 continue; 690 continue;
658 } 691 }
659 } 692 }
660 693
661 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
673 break; 706 break;
674 707
675 if (tmp) 708 if (tmp)
676 { 709 {
677 remove_ob (op); 710 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 712 continue;
681 } 713 }
714
682 if (op->nrof > 1) 715 if (op->nrof > 1)
683 op->nrof = 1; 716 op->nrof = 1;
684 } 717 }
685 718
686 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 733 }
701 if (op->type == SPELL) 734 if (op->type == SPELL)
702 { 735 {
703 remove_ob (op); 736 op->destroy ();
704 free_object (op);
705 continue; 737 continue;
706 } 738 }
707 else if (op->type == SKILL) 739 else if (op->type == SKILL)
708 { 740 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
719 link_player_skills (pl); 751 link_player_skills (pl);
720} 752}
721 753
722void 754void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
807{ 756{
808 if (party == NULL) 757 if (party == NULL)
809 { 758 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 760 return;
812 } 761 }
762
813 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 767}
818
819 768
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 770static int
822roll_stat (void) 771roll_stat (void)
823{ 772{
824 int a[4], i, j, k; 773 int a[4], i, j, k;
825 774
826 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
828 777
829 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 779 if (a[i] < k)
831 k = a[i], j = i; 780 k = a[i], j = i;
832 781
833 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 783 if (i != j)
836 k += a[i]; 784 k += a[i];
837 } 785
838 return k; 786 return k;
839} 787}
840 788
841void 789void
842roll_stats (object *op) 790object::roll_stats ()
843{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
844 int sum = 0; 796 int sum = 0;
845 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
847 799
848 do 800 if (sum >= 82 && sum <= 116)
801 break;
849 { 802 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 803
861 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 806
870 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
871 do 808 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 809
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 810 stats.exp = 0;
906 op->stats.ac = 0; 811 stats.ac = 0;
907 812
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
916 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
917} 825}
918 826
919void 827void
920Roll_Again (object *op) 828object::swap_stats (int a, int b)
921{ 829{
922 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 831
927void 832 for (int i = 0; i < NUM_STATS; ++i)
928Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
929{ 859{
930 signed char tmp;
931 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
932 861
933 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 866}
1048 867
1049/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1053 * not the class. 872 * not the class.
1054 */ 873 */
1055 874void
1056int 875player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 876{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1075 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1077 886
1078 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1079 888
1080 if (op->msg) 889 if (ob->msg)
1081 op->msg = NULL; 890 ob->msg = 0;
1082 891
1083 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1084 * to save here. 893 * to save here.
1085 */ 894 */
895 {
896 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1088 900
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 901 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 904 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1097 fix_player (op); 906 ob->update_stats ();
1098 907
1099 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1100 * is one for this race 909 * is one for this race
1101 */ 910 */
1102 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1103 { 912 {
1104 object *tmp; 913 object *tmp;
1105 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1106 915
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1108 tmp = get_object (); 917 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1114 * default initial map */ 923 * default initial map */
1115 free_object (tmp); 924 tmp->destroy ();
1116 } 925 }
1117 else 926 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 928}
1121 return 0;
1122 }
1123 929
930void
931player::chargen_race_next ()
932{
1124 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1126 */ 935 */
1127 936
1128 tmp_loop = 0; 937 do
1129 while (!tmp_loop)
1130 { 938 {
1131 shstr name = op->name; 939 shstr name = ob->name;
1132 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1133 941
1134 remove_statbonus (op); 942 ob->remove_statbonus ();
1135 remove_ob (op); 943 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1138 op->instantiate (); 946 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1141 op->x = x; 949 ob->x = x;
1142 op->y = y; 950 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 953 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 954 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 955 }
956 while (!allowed_class (ob));
1150 957
1151 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 960 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 963 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210} 964}
1211 965
1212void 966void
1213flee_player (object *op) 967flee_player (object *op)
1214{ 968{
1244 { 998 {
1245 op->enemy = NULL; 999 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1001 return;
1248 } 1002 }
1003
1249 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1250 1005
1251 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1253 { 1008 {
1254 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1255 1010
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1012 return;
1259 }
1260 } 1013 }
1014
1261 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1017 op->enemy = NULL;
1264} 1018}
1265 1019
1266
1267/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1268 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1269 * stop. 1022 * stop.
1270 */ 1023 */
1271int 1024int
1272check_pick (object *op) 1025check_pick (object *op)
1273{ 1026{
1274 object *tmp, *next; 1027 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1028 int stop = 0;
1277 int j, k, wvratio; 1029 int wvratio;
1278 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1279
1280 1031
1281 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1283 return 1; 1034 return 1;
1284 1035
1285 op_tag = op->count;
1286
1287 next = op->below; 1036 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1037
1291 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1039 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1294 { 1041 {
1295 tmp = next; 1042 tmp = next;
1296 next = tmp->below; 1043 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1044
1300 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1301 return 0; 1046 return 0;
1302 1047
1303 if (!can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1304 continue; 1049 continue;
1305 1050
1313 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1059 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1060 {
1316 switch (op->contr->mode) 1061 switch (op->contr->mode)
1317 { 1062 {
1318 case 0: 1063 case 0:
1319 return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1320 case 1: 1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1082 pick_up (op, tmp);
1322 return 1; 1083 break;
1084
1323 case 2: 1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1087 pick_up (op, tmp);
1325 return 0; 1088 break;
1326 case 3: 1089
1327 return 0; /* stop before pickup */ 1090 default:
1328 case 4: 1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1094 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1095 }
1351 } 1096 }
1352 else 1097 else
1353 { /* old model */ 1098 { /* old model */
1354 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1358 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1106 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1111 }
1112
1395 /* philosophy: 1113 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1118 * example.
1401 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1440 { 1158 {
1441 pick_up (op, tmp); 1159 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1160 continue;
1445 } 1161 }
1162
1446 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1165 {
1449 pick_up (op, tmp); 1166 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1167 continue;
1453 } 1168 }
1454 1169
1455 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1457 { 1172 {
1458 pick_up (op, tmp); 1173 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1174 continue;
1462 } 1175 }
1463 1176
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1467 { 1180 {
1468 pick_up (op, tmp); 1181 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1182 continue;
1472 } 1183 }
1184
1473 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1475 { 1187 {
1476 pick_up (op, tmp); 1188 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1189 continue;
1480 } 1190 }
1191
1481 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1483 { 1194 {
1484 pick_up (op, tmp); 1195 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1196 continue;
1488 } 1197 }
1489 1198
1490 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1202 {
1494 pick_up (op, tmp); 1203 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1204 continue;
1498 } 1205 }
1499 1206
1500 /* pick up all magical items */ 1207 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1210 {
1504 pick_up (op, tmp); 1211 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1212 continue;
1508 } 1213 }
1509 1214
1510 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1511 { 1216 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1218 {
1514 pick_up (op, tmp); 1219 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1220 continue;
1518 } 1221 }
1519 } 1222 }
1520 1223
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1227 {
1525 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1526 if (0) 1230 }
1527 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1528 continue; 1237 continue;
1529 } 1238 }
1530 1239
1531 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1534 { 1243 {
1535 pick_up (op, tmp); 1244 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1245 continue;
1539 } 1246 }
1247
1540 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1542 { 1250 {
1543 pick_up (op, tmp); 1251 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1252 continue;
1547 } 1253 }
1548 1254
1549 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1552 { 1258 {
1553 pick_up (op, tmp); 1259 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1260 continue;
1557 } 1261 }
1262
1558 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1560 { 1265 {
1561 pick_up (op, tmp); 1266 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1267 continue;
1565 } 1268 }
1269
1566 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1568 { 1272 {
1569 pick_up (op, tmp); 1273 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1274 continue;
1573 } 1275 }
1276
1574 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1576 { 1279 {
1577 pick_up (op, tmp); 1280 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1281 continue;
1581 } 1282 }
1283
1582 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1584 { 1286 {
1585 pick_up (op, tmp); 1287 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1288 continue;
1589 } 1289 }
1290
1590 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1592 { 1293 {
1593 pick_up (op, tmp); 1294 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1295 continue;
1597 } 1296 }
1598 1297
1599 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1301 {
1603 pick_up (op, tmp); 1302 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1303 continue;
1607 } 1304 }
1608 1305
1609 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1611 { 1308 {
1612 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1613 { 1310 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1616 { 1313 {
1617 pick_up (op, tmp); 1314 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1315 continue;
1621 } 1316 }
1622 } 1317 }
1318
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1320 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1626 { 1322 {
1627 pick_up (op, tmp); 1323 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1324 continue;
1631 } 1325 }
1632 } 1326 }
1633 } 1327 }
1634 1328
1635 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1332 {
1639 pick_up (op, tmp); 1333 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1334 continue;
1643 } 1335 }
1644 1336
1645 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1338 * pickups */
1659 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1660 { 1352 {
1661 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1662 } 1354 }
1663 else 1355 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667#endif 1359#endif
1668 continue; 1360 continue;
1669 } 1361 }
1670 } 1362 }
1671 } /* the new pickup model */ 1363 } /* the new pickup model */
1672 } 1364 }
1365
1673 return !stop; 1366 return !stop;
1674} 1367}
1675 1368
1676/* 1369/*
1677 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1679 * found object is returned. 1372 * found object is returned.
1680 */ 1373 */
1681object * 1374object *
1682find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1683{ 1376{
1684 object *tmp = NULL; 1377 object *tmp = 0;
1685 1378
1686 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1690 return op; 1383 return op;
1384
1691 return tmp; 1385 return tmp;
1692} 1386}
1693 1387
1694/* 1388/*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1696 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1697 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1698 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */ 1393 */
1700
1701object * 1394object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1396{
1704 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1738 else 1431 else
1739 { 1432 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1434 {
1742 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1745 { 1438 {
1746 tmp = arrow; 1439 tmp = arrow;
1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1748 } 1441 }
1749 } 1442 }
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1444 {
1752 tmp = arrow; 1445 tmp = arrow;
1771 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1465 * op = the shooter
1773 * type = bow->race 1466 * type = bow->race
1774 * dir = fire direction 1467 * dir = fire direction
1775 */ 1468 */
1776
1777object * 1469object *
1778pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1779{ 1471{
1780 object *tmp = NULL; 1472 object *tmp = NULL;
1781 mapstruct *m; 1473 maptile *m;
1782 int i, mflags, found, number; 1474 int i, mflags, found, number;
1783 sint16 x, y; 1475 sint16 x, y;
1784 1476
1785 if (op->map == NULL) 1477 if (op->map == NULL)
1786 return find_arrow (op, type); 1478 return find_arrow (op, type);
1846 */ 1538 */
1847int 1539int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1541{
1850 object *left, *bow; 1542 object *left, *bow;
1851 tag_t left_tag, tag; 1543 int mflags;
1852 int bowspeed, mflags; 1544 maptile *m;
1853 mapstruct *m;
1854 1545
1855 if (!dir) 1546 if (!dir)
1856 { 1547 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1549 return 0;
1859 } 1550 }
1860 if (op->type == PLAYER) 1551
1861 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1862 else 1554 else
1863 { 1555 {
1864 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1866 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1871 if (!bow) 1563 if (!bow)
1872 { 1564 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1566 return 0;
1875 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1876 } 1576 }
1577
1877 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1878 { 1579 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1581 return 0;
1881 } 1582 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1583
1891 if (arrow == NULL) 1584 if (arrow == NULL)
1892 { 1585 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1587 {
1895 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1897 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else 1591 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1900 return 0; 1594 return 0;
1901 } 1595 }
1902 } 1596 }
1597
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1600 return 0;
1907 } 1601
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1603 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1605 return 0;
1912 } 1606 }
1913 1607
1914 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1916 { 1610 {
1917 remove_ob (arrow); 1611 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1612 return 0;
1920 } 1613 }
1921 1614
1922 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1617 if (!arrow)
1926 { 1618 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1620 return 0;
1929 } 1621 }
1930 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1625 arrow->direction = dir;
1934 arrow->x = sx; 1626
1935 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1936 1659
1937 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1938 { 1661 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1972 } 1669 }
1973 else 1670 else
1974 { 1671 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1672 arrow->level = op->level;
1978 } 1673 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1980 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1679 }
1982 arrow->slaying = bow->slaying;
1983 1680
1984 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1985 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1687
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1989 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1690
1992 if (!was_destroyed (arrow, tag)) 1691 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1692 move_arrow (arrow);
1994 1693
1995 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1996 { 1695 {
1997 if (was_destroyed (left, left_tag)) 1696 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1999 else 1698 else
2000 esrv_send_item (op, left); 1699 esrv_send_item (op, left);
2001 } 1700 }
1701
2002 return 1; 1702 return 1;
2003} 1703}
2004 1704
2005/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1706 * account the special fire modes players can have
2014{ 1714{
2015 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2016 1716
2017 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2018 { 1718 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2020 } 1720 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1722 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1724 wcmod = -1;
1725
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1727 }
2027 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2028 { 1729 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2033 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1735 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2037 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 } 1739 }
2040 else 1740 else
2041 { 1741 {
2042 /* Simple case */ 1742 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 } 1744 }
1745
2045 return ret; 1746 return ret;
2046} 1747}
2047
2048 1748
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2051 */ 1751 */
2052void 1752void
2053fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2054{ 1754{
2055 object *item; 1755 object *item = op->contr->ranged_ob;
2056 1756
2057 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2058 { 1758 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return; 1760 return;
2061 } 1761 }
2062 1762
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1763 if (!item->inv)
2065 { 1764 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1766 return;
2068 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2069 if (item->type == WAND) 1772 if (item->type == WAND)
2070 { 1773 {
2071 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2072 { 1775 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2075 return; 1779 return;
2076 } 1780 }
2077 } 1781 }
2078 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2079 { 1783 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 { 1785 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2083 if (item->type == ROD) 1788 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1790 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2087 return; 1793 return;
2088 } 1794 }
2089 } 1795 }
2090 1796
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2098 object *tmp; 1804 object *tmp;
2099 1805
2100 if (item->arch) 1806 if (item->arch)
2101 { 1807 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2104 item->speed = 0; 1810 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1811 }
1812
2107 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1815 }
2110 } 1816 }
2111 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1818 drain_rod_charge (item);
2114 }
2115 } 1819 }
2116} 1820}
2117 1821
2118/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2119 */ 1823 */
2120void 1824bool
2121fire (object *op, int dir) 1825fire (object *op, int dir)
2122{ 1826{
2123 int spellcost = 0; 1827 int spellcost = 0;
2124 1828
2125 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2127 make_visible (op); 1831 make_visible (op);
2128 1832
2129 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2130 { 1839 }
2131 case range_none:
2132 return;
2133 1840
2134 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2135 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2136 return; 1858 break;
2137 1859
2138 case range_magic: /* Casting spells */ 1860 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2140 return; 1862 break;
2141 1863
2142 case range_misc: 1864 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1865 apply_map_builder (op, dir);
2168 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
2169 default: 1872 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1873 fire_misc_object (op, dir);
2171 return; 1874 break;
2172 } 1875 }
2173}
2174 1876
2175 1877 return true;
1878}
2176 1879
2177/* find_key 1880/* find_key
2178 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2179 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1885 * pl is the player,
2183 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2186 */ 1889 */
2187
2188object * 1890object *
2189find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2190{ 1892{
2191 object *tmp, *key; 1893 object *tmp, *key;
2192 1894
2193 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1896 if (!container->inv)
2195 return NULL; 1897 return 0;
2196 1898
2197 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1901 {
2200 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1903 break;
2202 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2204 */ 1906 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1908 break;
2207 } 1909 }
1910
2208 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2210 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2211 * a key, return 1914 * a key, return
2212 */ 1915 */
2213 if (!tmp) 1916 if (!tmp)
2214 { 1917 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1919 {
2217 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1922 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2221 return key; 1924 return key;
2222 } 1925 }
2223 } 1926 }
1927
2224 if (!tmp) 1928 if (!tmp)
2225 return NULL; 1929 return NULL;
2226 } 1930 }
1931
2227 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2228 * see if we actually want to use it 1933 * see if we actually want to use it
2229 */ 1934 */
2230 if (pl != container) 1935 if (pl != container)
2231 { 1936 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1959 return NULL;
2255 } 1960 }
2256 } 1961 }
1962
2257 return tmp; 1963 return tmp;
2258} 1964}
2259 1965
2260/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1969 * 0 otherwise
2264 */ 1970 */
2265static int 1971static int
2266player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2267{ 1973{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2272 */ 1977 */
2273 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2274 1979
2275 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2276 if (key) 1981 if (key)
2277 { 1982 {
2278 object *container = key->env; 1983 object *container = key->env;
2279 1984
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2282 make_visible (op); 1986 make_visible (op);
1987
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2285 if (door->type == DOOR) 1991 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2290 { 1994 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2292 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1997 }
1998
2294 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2297 if (container != op) 2002 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2299 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2300 } 2006 }
2301 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2302 { 2008 {
2303 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 2011 return 1;
2306 } 2012 }
2013
2307 return 0; 2014 return 0;
2308} 2015}
2309 2016
2310/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2315 */ 2022 */
2316 2023bool
2317void
2318move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2319{ 2025{
2320 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2026 int on_battleground;
2323 mapstruct *m;
2324 2027
2325 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2327 2030
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2329 2041
2330 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2334 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2335 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2336 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2337 * move_ob uses. 2049 * move_ob uses.
2338 */ 2050 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
2340 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 {
2343 m = get_map_from_coord (op->map, &nx, &ny);
2344 if (!m)
2345 return; /* Don't think this should happen */
2346 }
2347 else
2348 m = op->map;
2349 2052
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return;
2354 }
2355
2356 mon = NULL;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2056 * on the space
2361 */ 2057 */
2362 while (tmp != NULL) 2058 object *mon;
2363 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2364 if (tmp == op) 2060 {
2365 { 2061 if ((mon->flag [FLAG_ALIVE]
2366 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2367 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp; 2064 && mon != op)
2372 break; 2065 break;
2373 } 2066 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378 2067
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2069 return false; /* into a wall */
2381 2070
2382 if (mon->head != NULL)
2383 mon = mon->head; 2071 mon = mon->head_ ();
2384 2072
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2386 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2387 return; 2078 return true;
2079 }
2388 2080
2389 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them. 2086 * and thus will not push them.
2395 */ 2087 */
2396 2088
2397 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2400 */ 2092 */
2401 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2402#if COZY_SERVER 2094 && ((mon->owner && mon->owner->contr
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2096 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2098 {
2411 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2100 if (op->contr->braced)
2413 return; 2101 return false;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2415 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2416 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2111 make_visible (op);
2112
2418 return; 2113 return true;
2419 } 2114 }
2115 else
2116 return false;
2117 }
2420 2118
2421 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2424 * attack them either. 2122 * attack them either.
2425 */ 2123 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2428#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2429 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2128 && !on_battleground))
2431 && mon->contr-> 2129 {
2432 peaceful)) && 2130 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2131 {
2132 --op->speed_left;
2133
2438 if (!op->contr->braced) 2134 if (!op->contr->braced)
2439 { 2135 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2441 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2442 } 2138 }
2443 else 2139 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2141
2447 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2143 make_visible (op);
2449 }
2450 2144
2145 return true;
2146 }
2147 }
2451 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2452 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2453 */ 2150 */
2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2455 { 2154 {
2155 --op->speed_left;
2156
2456 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2458 make_visible (op); 2159 make_visible (op);
2459 }
2460 2160
2161 return true;
2162 }
2163 }
2461 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2462 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2169 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2172 {
2471 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 { 2174 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2480 2176
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2485 2178
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2500 make_visible (op); 2180 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 2181
2505int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2506move_player (object *op, int dir) 2190move_player (object *op, int dir)
2507{ 2191{
2508 int pick; 2192 int pick;
2509 2193
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2195 return 0;
2512 2196
2513 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2515 { 2199 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2201 return 0;
2518 } 2202 }
2519 2203
2520 /* peterm: added following line */ 2204 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2207
2524 op->facing = dir; 2208 op->facing = dir;
2525 2209
2526 if (op->hide) 2210 if (op->hide)
2527 do_hidden_move (op); 2211 do_hidden_move (op);
2528 2212
2213 bool retval;
2214
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2216 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2532 fire (op, dir); 2218 retval = fire (op, dir);
2533 else 2219 else
2534 { 2220 {
2535 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2222 pick = check_pick (op);
2537 } 2223 }
2538 2224
2539 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2226 * server can handle repeat firing.
2541 */ 2227 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2229 op->direction = dir;
2545 }
2546 else 2230 else
2547 {
2548 op->direction = 0; 2231 op->direction = 0;
2549 } 2232
2550 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2235 * for players.
2553 */ 2236 */
2554 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2555 return 0; 2238
2239 return retval;
2556} 2240}
2557 2241
2558/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2559 * new client/server stuff. 2243 * new client/server stuff.
2560 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2561 * the new speed values for commands. 2245 * the new speed values for commands.
2562 * 2246 *
2563 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2564 */ 2250 */
2565int 2251bool
2566handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2567{ 2253{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2255 {
2590 flee_player (op); 2256 if (op->speed_left > 0.f)
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 { 2257 {
2594 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2595 return 0; 2261 return true;
2596 } 2262 }
2597 } 2263 else
2598 2264 return false;
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2265 }
2610 2266
2611 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2269 * called, so we recheck it here.
2614 */ 2270 */
2615 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2272 return true;
2618 2273
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2629 if (op->speed_left > 0) 2276
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0; 2277 return false;
2635} 2278}
2636 2279
2637int 2280int
2638save_life (object *op) 2281save_life (object *op)
2639{ 2282{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2284 return 0;
2644 2285
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2288 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291
2650 if (op->contr) 2292 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2294
2653 free_object (tmp); 2295 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2655 if (op->stats.hp < 0) 2298 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2300
2657 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2658 op->stats.food = 999; 2302 op->stats.food = 999;
2659 fix_player (op); 2303
2304 op->update_stats ();
2660 return 1; 2305 return 1;
2661 } 2306 }
2307
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2311 return 0;
2666} 2312}
2668/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2669 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2670 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2671 * from. 2317 * from.
2672 */ 2318 */
2673void 2319static void
2674remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2675{ 2321{
2676 object *next;
2677
2678 while (op) 2322 while (op)
2679 { 2323 {
2680 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2325
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2327 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2691 } 2332 }
2692 else if (op->inv) 2333 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2694 op = next; 2336 op = next;
2695 } 2337 }
2696} 2338}
2697 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2698 2346
2699/* 2347/*
2700 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2364 else
2717 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2368 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2371 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2375 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2727 { 2377 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2380 strcat (buf2, buf);
2731 } 2381 }
2382
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2735 return buf2; 2387 return buf2;
2736} 2388}
2737
2738
2739 2389
2740void 2390void
2741do_some_living (object *op) 2391do_some_living (object *op)
2742{ 2392{
2743 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2399 int rate_grace = 2000;
2750 const int max_hp = 1; 2400 const int max_hp = 1;
2751 const int max_sp = 1; 2401 const int max_sp = 1;
2752 const int max_grace = 1; 2402 const int max_grace = 1;
2753 2403
2754 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2760 2422
2761 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2762 { 2424 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2429 else
2769 { 2430 {
2770 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2433 }
2434
2773 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2437 else
2776 { 2438 {
2777 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2441 }
2442
2780 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2445 else
2783 { 2446 {
2784 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2449 }
2787 2450
2788 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2790 { 2453 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2793 { 2456 {
2794 op->stats.sp++; 2457 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2465 op->stats.food = last_food;
2803 } 2466 }
2804 } 2467 }
2468
2805 if (max_sp > 1) 2469 if (max_sp > 1)
2806 { 2470 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2472 if (over_sp > 0)
2809 { 2473 {
2810 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2811 { 2475 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2479 op->stats.sp--;
2480
2815 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2817 } 2483 }
2818 op->last_sp = 0; 2484 op->last_sp = 0;
2819 } 2485 }
2820 else 2486 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2488 }
2825 else 2489 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2491 }
2830 2492
2831 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2834 { 2496 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2837 if (max_grace > 1) 2500 if (max_grace > 1)
2838 { 2501 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2503 if (over_grace > 0)
2841 { 2504 {
2869 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2534 op->stats.food = last_food;
2872 } 2535 }
2873 } 2536 }
2537
2874 if (max_hp > 1) 2538 if (max_hp > 1)
2875 { 2539 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2541 if (over_hp > 0)
2878 { 2542 {
2891 } 2555 }
2892 2556
2893 /* Digestion */ 2557 /* Digestion */
2894 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2895 { 2559 {
2896#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2562
2903 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2905 else 2564
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */ 2565 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2567 op->stats.food--;
2910 } 2568 }
2911 }
2912 2569
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2571 {
2915 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2916 2573
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2575 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2922 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2583 break;
2927 } 2584 }
2928 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2929 flesh = tmp; 2586 flesh = tmp;
2930 } /* End if paid for object */ 2587 } /* End if paid for object */
2931 } /* end of for loop */ 2588 } /* end of for loop */
2589
2932 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2591 * eat flesh instead.
2934 */ 2592 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2594 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2939 } 2597 }
2940 } /* end if player is starving */ 2598 }
2941 2599
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2944 2602
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2604 kill_player (op);
2605 }
2947} 2606}
2948
2949
2950 2607
2951/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2611 * file.
2958{ 2615{
2959 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2960 int x, y; 2617 int x, y;
2961 2618
2962 //int i; 2619 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2964 2621
2965 /* int z; 2622 /* int z;
2966 int num_stats_lose; 2623 int num_stats_lose;
2967 int lost_a_stat; 2624 int lost_a_stat;
2968 int lose_this_stat; 2625 int lose_this_stat;
2972 object *tmp; 2629 object *tmp;
2973 2630
2974 if (save_life (op)) 2631 if (save_life (op))
2975 return; 2632 return;
2976 2633
2977
2978 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2979 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2980 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2981 */ 2637 */
2982 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2983 { 2639 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2642
2987 /* restore player */ 2643 /* restore player */
2988 at = find_archetype ("poisoning"); 2644 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2646 {
2992 remove_ob (tmp); 2647 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2649 }
2996 2650
2997 at = find_archetype ("confusion"); 2651 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2653 {
3001 remove_ob (tmp); 2654 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2656 }
3005 2657
3006 cure_disease (op, 0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2661 op->stats.food = 999;
3010 2662
3011 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2665 {
3015 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2667 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2671 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2675 }
3026 2676
3027 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2679 op->contr->braced = 0;
3034 2684
3035 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
3036 2686
3037 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
3038 { 2688 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3048 } 2691 }
3049 else 2692 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3059 } 2694
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3061 2696
3062 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3063 x = op->x; 2698 x = op->x;
3064 y = op->y; 2699 y = op->y;
3065 map = op->map; 2700 map = op->map;
3066 2701
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3073 */ 2705 */
3074 2706
3075 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2709 * of death.
3078 */ 2710 */
3079#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3081 { 2713 {
3082 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2716 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2719 little bit harder. */
3088 /* GD */ 2720 /* GD */
3089 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2722 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2723 else
3095 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3096 num_stats_lose = 1; 2727 num_stats_lose = 1;
3097 } 2728
3098 lost_a_stat = 0; 2729 lost_a_stat = 0;
3099 2730
3100 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3101 { 2732 {
3102 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3103 2734
3104 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3105 { 2755 {
3106 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3107 * what he lost. 2757 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2758 }
3116 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3117 { 2761 {
3118 /* deplete a stat */ 2762 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3120 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3121 2765 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2766 {
3125 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3127 } 2769
3128 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2776 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2777 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2779 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2780 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2781 else
3170 if (this_stat >= -50)
3171 { 2782 {
3172 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2788 }
3178 } 2789 }
3179 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3180 } 2809 }
2810 }
2811 }
3181 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2813 if (!lost_a_stat)
3183 { 2814 {
3184 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3187 2818
3188 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2821 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2826#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2827
3196 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2829 * exp loss on the stone.
3198 */ 2830 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2833 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3204 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); 2836 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);
3205 tmp->msg = buf; 2837 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2840
3209 /**************************************/ 2841 /**************************************/
3210 /* */ 2842 /* */
3211 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3214 /* */ 2846 /* */
3215
3216 /**************************************/ 2847 /**************************************/
3217 2848
3218 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2850 /* restore player */
3220 at = find_archetype ("poisoning"); 2851 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
2853
3222 if (tmp) 2854 if (tmp)
3223 { 2855 {
3224 remove_ob (tmp); 2856 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2858 }
3228 2859
3229 at = find_archetype ("confusion"); 2860 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2862 if (tmp)
3232 { 2863 {
3233 remove_ob (tmp); 2864 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2866 }
2867
3237 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3238 2869
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3242 op->stats.food = 900; 2873 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2877
3247 /* 2878 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3249 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3250 * in the map. 2881 */
3251 */ 2882 op->drop_unpaid_items ();
3252 2883
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/ 2884 /****************************************/
3257 /* */ 2885 /* */
3258 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3260 /* */ 2888 /* */
3261
3262 /****************************************/ 2889 /****************************************/
3263 2890
3264 enter_player_savebed (op); 2891 enter_player_savebed (op);
3265 2892
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2893 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2894
3272 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2898 * on the space that might harm the player.
3276 */ 2899 */
3277 will_kill_again = 0; 2900 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3282 } 2904
3283 if (will_kill_again) 2905 if (will_kill_again)
3284 { 2906 {
3285 object *force; 2907 object *force;
3286 int at; 2908 int at;
3287 2909
3288 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2912 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2917 force->resist[at] = 100;
3297 } 2918
3298 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3299 fix_player (op); 2920 op->update_stats ();
3300 2921
3301 } 2922 }
3302 2923
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2925}
3372
3373 2926
3374void 2927void
3375loot_object (object *op) 2928loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3378 2931
3379 if (op->container) 2932 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2933
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3385 { 2935 {
3386 next = tmp->below; 2936 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3388 continue; 2939 continue;
3389 remove_ob (tmp); 2940
2941 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3391 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2946
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2948 {
3397 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3398 { 2950 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2952 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2954 }
3403 else 2955 else
3404 free_object (tmp); 2956 tmp->destroy ();
3405 } 2957 }
3406 else 2958 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2960 }
3409} 2961}
3411/* 2963/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2966 * was changed.
3415 */ 2967 */
3416
3417void 2968void
3418fix_weight (void) 2969fix_weight (void)
3419{ 2970{
3420 player *pl; 2971 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2972 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2974
3426 if (old == sum) 2975 if (old == sum)
3427 continue; 2976 continue;
3428 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 2979 }
3431} 2980}
3432 2981
3433void 2982void
3434fix_luck (void) 2983fix_luck (void)
3435{ 2984{
3436 player *pl; 2985 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3441} 2988}
3442
3443 2989
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3447 */ 2993 */
3448
3449void 2994void
3450cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3451{ 2996{
3452 object *skop, *spob; 2997 object *skop, *spob;
3453 2998
3474 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3021
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3023
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3025}
3483 3026
3484void 3027void
3485make_visible (object *op) 3028make_visible (object *op)
3486{ 3029{
3489 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3490 { 3033 {
3491 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3493 } 3036 }
3037
3494 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3495} 3039}
3496 3040
3497int 3041int
3498is_true_undead (object *op) 3042is_true_undead (object *op)
3499{ 3043{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3503 return 1; 3045 return 1;
3504 3046
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3047 return 0;
3511} 3048}
3512 3049
3513/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3556/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 3097 */
3561
3562void 3098void
3563do_hidden_move (object *op) 3099do_hidden_move (object *op)
3564{ 3100{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566 object *skop; 3102 object *skop;
3570 3106
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3108
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3577 { 3112 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3114 make_visible (op);
3580 return; 3115 return;
3581 } 3116 }
3582 else 3117 else
3583 num += 20; 3118 num += 20;
3584 } 3119
3585 num += op->map->difficulty; 3120 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3122 num -= hide;
3123
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3125 {
3590 make_visible (op); 3126 make_visible (op);
3591 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3129 }
3594 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3132}
3599 3133
3600/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3601 3135
3602int 3136int
3603stand_near_hostile (object *who) 3137stand_near_hostile (object *who)
3604{ 3138{
3605 object *tmp = NULL; 3139 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3140 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3141 maptile *m;
3608 sint16 x, y; 3142 sint16 x, y;
3609 3143
3610 if (!who) 3144 if (!who)
3611 return 0; 3145 return 0;
3612 3146
3629 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3630 continue; 3164 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3166 continue;
3633 3167
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3169 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3171 return 1;
3638 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3639 { 3173 {
3669 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3670 { 3204 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3206 return -1;
3673 } 3207 }
3208
3674 if (!pl || !op) 3209 if (!pl || !op)
3675 return 0; 3210 return 0;
3676 3211
3677 if (op->head)
3678 {
3679 op = op->head; 3212 op = op->head_ ();
3680 } 3213
3681 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3682 3215
3683 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3217 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3686 * a blocked los square. 3219 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3688 */ 3221 */
3689 while (op) 3222 while (op)
3690 { 3223 {
3691 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3693 3226
3694 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3229 * for any meaningful values.
3697 */ 3230 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3234 return 1;
3702 op = op->more; 3235 op = op->more;
3703 } 3236 }
3704 return 0; 3237 return 0;
3705} 3238}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3336 int i = 0, j = 0;
3804 3337
3805 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3814 3347
3815 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3816 return; 3349 return;
3817 3350
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3352
3820 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3821 { 3354 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3356 return;
3824 } 3357 }
3825 3358
3826 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3360 item = tr->item;
3828 3361
3829 if (item->type == SPELL) 3362 if (item->type == SPELL)
3830 { 3363 {
3831 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3832 return; 3365 return;
3891 { 3424 {
3892 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3426 object *skin;
3894 3427
3895 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3897 if (skin == NULL) 3432 if (!skin)
3898 return; 3433 return;
3899 3434
3900 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3437 {
3947 * not readied. 3482 * not readied.
3948 */ 3483 */
3949void 3484void
3950player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3951{ 3486{
3952 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3953 3489
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3955 { 3491 pl->combat_ob = 0;
3492
3956 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3957 { 3494 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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